Jump to content

Post your campaign/setting/supplement


Narf the Mouse

Recommended Posts

The major difficulty that seems to face would-be Fantasy Hero GMs is an apparent (not necessary real) lack of pre-generated settings, campaigns, adventures, spells, monsters and general pre-generated "stuff", to use a technical term. :)

 

So, let's address that apparent lack. If you have anything written that can be used "immediately" (ie., not generic), post a link to it *here. :) And, if you've got an idea of something you could write to ease a GM's burden, this thread might inspire you to write it. :) Even if it's just a single spell, stuff like that is what this thread is for.

 

What this thread is for:

"Is it complete as is, or would I have to write it out into a full campaign/setting/adventure/something first?"

"Can I drop this in my campaign with only maybe some adjustment to make the peg fit in the hole?"

"Does it have a full set of statistical information?"

"Is it for Fantasy HERO? 6th is preferred, but not a concrete requirement."

 

Feedback on these requirements is welcome. :)

 

Based on how well it passes those tests, it might be included; included conditionally; included with a note on where it doesn't meet the requirement(s) or not included, with an explanation in the reply post.

All submissions should get a reply post; if yours didn't, please notify the OP (me). :)

 

Narf the Mouse: A Few Slight Delays

Ndreare: Magic From The World of Core - "obviously it would need converted to 6th and cleaned up. :)"

Lord Laiden:

1) Free and Cheap Fantasy HERO Adventures - Links and directions to some 4th and 5th Ed Fantasy HERO adventures. May or may not require adaption to work in 6th Ed.

2) The Valley Of Night - A game setting compatible with both Champions and Fantasy HERO. Full setting only; no system material.

Robert J. Hall:

3) Fantasy HERO Treasure Trove - Proffered by Lord Laiden. A marvelous lot of stuff for 4th Edition Fantasy HERO.

4) Kobolds of Avergene - By djkester. For 6th Edition Fantasy Hero.

 

* Provided it's a link you're allowed to post, of course (Legal disclaimerTM**)

 

** Not an actual trademark.

Link to comment
Share on other sites

Re: Post your campaign/setting/supplement

 

Could you elaborate a little what you mean by "not generic?" I have things in mind' date=' but your proscription leaves me unclear as to whether you'd consider them appropriate. :o[/quote']

Fantasy Hero is largely generic; Turakian Age is largely not. If that clarifies anything. :)

Link to comment
Share on other sites

Re: Post your campaign/setting/supplement

 

Here is a contribution I made quite some times ago (2003 or so I think). It came in two parts a brief narrative to give the players a sense of the magic in the setting and the game mechanics. It worked really well for a couple games then we switched and it was forgotten.

 

This was my second attempt at writing game mechanics or flavor text. Since then we have compiled notes and renamed the setting but the flavor text is the same.

 

Here are links to the formatted files

 

[ATTACH]41582[/ATTACH][ATTACH]41583[/ATTACH]

 

An Introduction to Magic From The World of Core

 

“Hi I’m Nathan, I’ll be your guide during your first few weeks here at Adinari. Well I guess the best place to start would be for me to show you to the mess and the bathrooms.”

 

“What are bathrooms?” you ask.

 

“You’ve never heard of a bathroom? Well let me explain here at the tower we have many amenities you have probably never heard of, from chamber pots with flowing water to magical lighting through out the whole tower. One of the things you should be aware of is areas marked off limits are ABSOLUTLY OFF LIMITS. There are many magical wards protecting most of these areas along with mundane traps and traps brought from other worlds to prevent access. I know this is something you would think should be kept secret but apparently since they made a command for all in the tower to know accidental student deaths have gone down nearly 70%.”

 

“They? Who are they on the out side there are all kinds of rumors about who rules the tower.” You say.

 

“Well that is something I can’t tell you rite now as I am still not allowed to know. Rules are that only fully trained sorcerers are allowed to know who the leaders of the Three Halls are. So until you get accepted into their ranks you will just have to wait.”

 

Fighting the curiosity you ask “Why would they keep something like who your boss is a secret? I mean how do you know who to bow to and who to dodge?”

 

“Well the rules are until you become a Full Wizard you show absolute respect for every one who is a Wizard.”

 

“How long have you been here? Do you do this all the time like your job or what?”

 

“Well actually you are the first person I have done this for. I'm normally not given this much responsibility. See I have only been here for a year and a half. I don’t even know how to do anything with magic yet but create light and I am not aloud to do that without a supervisor present. However I am the third best in the Swordsmanship class and have the highest marks in the whole class at history and demonology.

 

“So what are you going to study? Or have they not told you yet. They started me off only telling me that I might be able to learn magic. Not like I could complain so far I haven’t had to pay a dime for my tuition, someone else is covering my cost of admission. Who covers your cost, family?”

 

 

********************TWO DAYS LATER********************

 

“Welcome class, I am Professor Alana and I will be you instructor for the next 4 years in Thaumantic Theory.

 

“The best place to start is to cover the current understanding of magic and how it is used and functions. What you will not get from my class will be how to use your gifts. However what you will get is an understanding of what the gift is and how it can be used my men.”

 

A young student to your left speaks up. “Why do we have to take this class, I know a sorcerer that came to the palace once and he said he never came here. He said that magic just works because it is magic.”

 

“Well the man you are speaking of is not here is he? He did not teach you to master your Gift did he?” The professor asks the student in a respectful manner.

 

Turning to address the class as a whole the professor continues. “With hedge wizards, we find that their Gifts are weaker, less developed and their mastery is limited often able to perform only a couple simple effects. A large benefit you will get from this school and class is understanding. With that understanding you will be able to develop your skills in hundreds of ways. Some of you may even learn to be artistic or creative enough to do completely new things, that others have never learned.

 

“Now if you children are done interrupting my class I will begin by telling you about the nine Domains.

 

“The first and most important of these is the Domain of ‘Alteration’. The Domain of Alteration is used by wizards to control the very nature of an object. If you were to take a drink of water we all know it is water by the characteristics it has such as taste, wetness and appearance. A wizard with mastery over ‘Alteration’ has the power to change that nature in minor and major ways. Take for example legends you have heard of Wizards who can turn Water into Wine, Lead into Gold or a tree into ice. All the spells use fragments of ‘Alteration’, understanding of the nature of matter will be covered by Professor Marlin in his class. You will all meat Professor Marlin in your next class.

 

“The second and considered by some to be the most useful Domain is ‘Awareness’. As you sit there is your chairs you are not aware of all the things happening. There are things in this world people do not see. Many of them you have heard about but do not understand. Most of these things can be sensed by skilled wizards. Examples includes the thoughts of those around them, the closest source of water or even the nearest human civilization. The basic understanding of the nature of the mind and awareness will be covered by Professor Richton in his class.

 

“Third would be the Domain of ‘Creation’. ‘Creation’ is used by wizards to summon forces into being. The most common example of creation that you children should be familiar with is Summoning a Wall of Iron out of thin air, Fire balls and Lightning Bolts. These are examples of wizards creating raw energy from their mystic reserves. Basic understanding of the nature of creation and the pattern it follows will be covered by Professor Aileen in her class.

 

“Fourth of the Domains is the Domain of ‘Dimension’. ‘Dimension’ is often the hardest to understand by our students. This is do in part to the limited number of wizards who can access it and in part to our own limited ability to experience many dimension effects from a removed perspective. Of all the domains and gifts available to wizards dimension is the least common. We do have an exception in this class, I was told that two of you have this gift. Many of you have heard legends of wizards traveling through time, or opening gates to other planes, well these are all traits of ‘Dimension’ however there are many more Spells that have been invented using this Domain. They include such spells as Walk through walls, Time Prison and I am sure every child in the lands has heard of Perris Storm and her magic blade that can cut through anything. Well her blade was made by wizards using fragments of ‘Dimension’. The Domain of ‘Dimension’ is taught by Professor Whalen in his class. But I would not be very worried about that yet as you will not be taking his class until your third year.

 

“The fifth Domain is the Domain of ‘Essence’. ‘Essence’ is the primal force of underlying energy around us. ‘Essence’ is used to amplify, suppress or transfer the power from one being or object to another. You connection with essence will allow you to understand more about your gifts as you are better able to experience them and is also used when trying to resist the effects of other. Have you ever heard of wizards with the ability to suppress other wizards power or magnify the spells of others? Perhaps you have heard of Norman the Saint of Cairo who had the power to absorb all the magic from around him? Well Norman was a wizard himself trained right here. His only talent was essence and he mastered that talent to levels few wizards have ever attained. The Domain of ‘Essence’ is taught by myself and will be a significant portion of this class over then next four years.

 

“The sixth Domain is the Domain of ‘Soul’. ‘Soul’ is the elemental force of life. Soul provide us with the ability to live and to act on our own. Those of you with the talent to use Soul will be able to impart, impart, suppress and amplify the life force of others. Soul is used by wizards to heal people, create golems and grow crops. However some wizards use their talent for necromancy not allowing a soul to fully leave a body animating the dead or enslaving people. Those who practice necromancy in this way are usually hunted down and slain by the Paladins and anyone caught using Necromancy as a student will be tried. The usual sentence is having your gift destroyed and being expelled. Professor Alder teaches ‘Soul’ and those of you with talent will begin his classes next week. Although there is a lot of conversation over the difference between the spirit and the soul you will have to save those debates for Professor Alder’s class.

 

“The seventh and final Domain is ‘Summoning’. ‘Summoning’ is a unique talent that seems to use elements of dimension, awareness and soul all in one. While wizards skilled in summoning sometime have no skill at all in those other areas. Summoners are able to locate beings and bring them forth, sometimes this is through teleportation so the being simply arrives and other times it is through a compulsion to come. For those of you with the ability to summon remember that you will often have no power over the beings you summon.”

 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 

 

 

The Known Domains of Magic

 

Gaining access to the gift of magic is not as easy as one might think it is more than learning a simple spell and moving on. A character must purchase a different skill for each of the nine magic domains. A character may choice to buy the skills up directly or to buy skill levels for them. However there are some rules on how this works. A character may buy skill levels for magic skills as they are simply purchased as “Skills”. A character may even purchase the familiarity level with his magic skills.

 

• Alteration: Used for spells that change the shape or nature of physical objects and/or beings.

• Awareness: Used to affect the mental and/or spiritual plane. Also used for all sensory powers except magic.

• Creation: Used for spells that summon energy into creation such a fire balls and Illusions.

• Dimensional: Used for spells that break physical laws of space or time.

• Enchantment: Used to perform enchantment and focus related magical feats.

• Essence: Used most “Adjustment” powers.

• Necromancy: Used touch the negative plane.

• Summoning: Used for summoning spells (does not confer control over the entity, for control use Awareness.)

• Warding: Used for defensive and protective spells.

 

 

What Domain Do I Use?

 

Often a question that comes up is “what domain do I use”. The easiest way to determine what domain a power fits in is consider what exactly the power does. For example to create a fire ball you are basically wanting to create energy so that would be the Domain of Creation. Other times special FX would run into more than one Domain. An example of this would be if a character wanted to create a “Dimension Blade” this is both a Creation and Dimensional power as the character would both need to create the dimensional energy and shape/control it. The answer then is that the character has to use the lowest of his skills that are required. This is one of the reasons most skilled wizards by up there skill in more than just one Domain.

 

 

Basic Game Mechanics

 

All magic as a default has the following limitations. Some of these may be over come but that will be covered latter. (RSR and Side Effects may never be overcome unless the character buys the power out rite.)

 

All Powers Automatically have

-1/2 : Concentration 0-DCV

-3/4 : Extra Time; Full Phase, Delayed Phase

-1/4 : Gestures

-1/4 : Incantations

-1/2 : Requires Skill Roll.

-1/2 : Side Effects; (1D6 Normal Damage per every point skill is missed by. This Damage Explodes at -4DC)

 

Over Coming the Limitations of Magic

 

The limitations are actually not so much limitations as obstacles. A character who wants to overcome the limitations of magic such as casting with out gestures or casting in less time may do so by pushing their skill. For every -1/4 the character wants to ignore/overcome the character suffers a -1 to his/her skill roll.

 

Example 1: Nero wants to Cast a Fire ball but because he wants it to go off before the knight attacks him he is going to push off the limitation of “Extra Time; Full Phase, Delayed this is a ¾, so to instant cast his spell he will have to roll at -3. This is in addition to any other penalties such as Active Points.

 

 

Counter Spells & Magic

 

Often in books and games one character begins casting a spell and an opponent hopes to interrupt him or shield him from the mystic flows he is attempting to wield. In game this is resolved as a contest of skills between the characters. In a contest of magic skills the caster uses the base Domain for the spell he desires to cast, the disruptor uses either his “Source Domain” or the Same Domain as the target spell Disruptors choice. The disruptor is at the same casting penalty as if he were casting the Target Spell him self. The character should know the exact spell being he is trying to disrupt. If the Disruptor does not know what spell he is disrupting he may only use “Source” and he has an additional -2 to skill. A character may try to divine what spell is being cast via a KS Magic roll at -1 per 10 AP or a KS Type Magic roll at -1 per 20 AP. Legendary spells may already be known.

 

 

Access to the Schools of Magic

 

Not just anyone can use magic. Only someone born with the “Gift” may actually channel the forces of magic. Unfortunately not all people are born with the gift at its full power. The following is a summery of the different levels of “The Gift”.

 

15 : The Lesser Gifted

20 : The Greater Gift

25 : The True Gift

 

Definition of the different levels of “The Gift”.

The Lesser Gift: An average weaver can cast spells from up to four “Domains” but they must all fit into a narrow category of special affect such as Air, Earth, Fire, Water or Animal Magic. Many Warlocks and Shamans fall in this category.

The Greater Gift: A typical magic user these people have the Gift at such a level that they may cast from all but two of the known “Domains”. They must select at the time of creation which Domain they are unable to cast from. (Remember to select two Domains that cannot be learned.) Most “Mages”, Necromancers, Alchemist, Technomancers ext… fall in this category.

The True Gift: A true Arcane Lord in the traditional sense these people have the Gift at such a level that they may cast from all of the known “Domains” with full power. There are no restrictions as to which Domains this character may study and/or master.

 

 

Arcane Talents

 

Sometimes in addition to just being able to weave and use magic a person will be born with other more limited gifts such as a predisposition to one Domain or an Elemental inclination. These characteristics are always born into the character and never acquired later although it is not unheard of for a character to live out his life and die never having known of his magical gifts. The following are some samples of the known and most common of magical talents.

 

 

1 Arcane Dedication: This character has devoted so much of his time and energy into his Arcane Gifts he has come to truly master them. The character with this “Talent” is actually just purchasing skill levels & as such follows all the rules for skill levels.(Note: The 5 point or higher related groupings include KS and PS that are magic related.) Cost: Varies.

2 Elementalist: These characters are inherently inclined to one FX over another. Determine what fx they are inclined to, the character is then considered to have +3 to all his magic skills when working in that FX unfortunately the character is considered to be at -3 for all other spells and may not cast spells considered to be of opposite nature. Cost: 10 (Note may only be selected by characters with the 25 or 35 point Gifted levels.)

3 Focused Study: Some characters are so good at casting their spells that they do not have to do the simple things most mages consider necessary. An example of this would be a character who has spent months mastering his talents so he may cast without his hands or even without using power words. This character may ignore a single -1/4 worth of penalty to casting for each level purchased. A character purchasing this talent must name it in such a way as to clearly identify which limitations he is overcoming. Cost: 3 the cost of this talent is based on buying limited 5-point skill levels.

4 Inherit Power: Some characters seem to have unexplained levels of power that exceed what should be their limits. These characters were born with the raw talent of magic well above the limits of their mind & will. For every level of this talent purchased the character may increase his Base Point limit by 5 AP. Cost: 2

5 Mana-Blank: This character is completely immune to direct affect magic. They were born without any Mana at all and cannot be aided or attacked directly from magic. Although indirect effects still can have affects on the character such as a created wall of stone would still be seen as a stone wall and would still need climbed or overcome. Often times characters with this talent do not relies that indirect magic such as hurled objects can affect them until it is to late do not let players assume that their characters are experts on magic just because they know the rules. Cost: 50

6 Trigger Master: This character has mastered the principle behind triggered powers like Enchantment and Spell Holding. This character may double the number of triggers active at any given time for every level or this talent purchased. Cost: 10/LVL. (Some GM’s may wish to limit this talent to one or two levels as it can be so easily abused.)

7 * Others: Since no man can think of everything we must consider there are talents we have not covered. Cost: Unknown

 

 

The Strength of Magic

 

A caster with access to a domain of spells may try to weave anything he desires that fits within his skills. However some things are harder to do than others. To represent this we use the standard rule from 5th ED of -1 to your skill roll for every 10 AP of the power.

 

A character may try any spell he knows however there are certain restrictions on the game mechanics to help maintain balance and represent the different “Strengths” of different weavers.

1: First of these is “Minimum Base Point” restrictions, all powers have a minimum Base Point level of 10 Character Points. This means that if a character wants to create a “Wings of The Raven” spell with flight he must have a minimum of 5” in raw flight before any advantages or limitations are applied.

2: Second is “Maximum Base Points” the maximum Base Points in a power +/- adders before applying advantages or limitations is equal to the lower of the characters INT or EGO attribute times 2.

3: “Active Points” there is no hard AP limit for casting a spell.

 

The maximum total bonus a character may add to a Magic skill by any & all known means is equal to a bonus of his highest complimentary skill being used or +3 whichever is more. So a character with a base skill of -18 & Circle Casting of -13 can not have an effective skill before penalties of higher than -31.

A mage may learn new spells through use of the Inventor: Domain Type skill or be taught new spells from other magic users. There is no limit to the number a spells a magic user may know and a sufficiently skilled master may seem to know every spell conceivable from his Domain of mastery.

 

 

What if You Want To Cast A Spell Beyond Your Skill?

 

Some times a character will want to cast a spell that is so powerful, that his skill roll would drop to unreasonable levels. Well the good news is there are ways to fix that. The character wishing to cast spells that are to powerful to be casually slung may choose one or more of the following options each of which will make the casting easier. Although there is still no guarantee that the spell will go off as desired it certainly help to use these tools.

 

1 Extra Time: By using a PS: Ritual Caster skill a character may add +1 to his skill for every additional step down the time table beyond the base time of spell. This does not usually require a roll unless the character is distracted or otherwise disturbed. A spell cast using PS: Ritual Caster always requires gestures and incantations throughout.

2 Extra End: AKA pushing your limits, for every +1 END multiplier the character may add +1 to his effective skill. This has the side effect of any failure while a character is pushing also has its Backfire Damage Class pushed by the same multiplier as the END was pushed by. (This follows the normal rules for pushing.)

3 Complimentary Skills: There are two different Power Skills that can be helpful to a spell caster they are Symbol/Rune Casting and Soul Casting, although not actually arcane skills these magic related skills can help a caster in very significant ways but each has its own limits. The limits of the two skills are as follows. Symbol/Rune Casting requires the character create physical marks focusing the magic involved. The minimum size of these marks are 1” square per active point in the spell cast, plus the character still has to roll his Symbol/Rune Casting skill in addition to making his normal roll to cast the spell. Soul Casting, this vile magic requires the character to spend 2 body for every 10 active points or portion their of in the spell. This magic drain on life cannot be restored in any magical or known way other than normal healing time. If the character does not want to use his own life energy he may choose to use the life energy of another by doing body damage to them in a ritual casting while they are prone with a contested Skill vs. Ego roll. The benefits for using these skills follow the standard complimentary skills.

4 Casting Circles: Casting circles are handled quite easily. The character leading the circle gets a +2 to his skill & strength for every doubling of casters with all the relevant skills. A character with only four domains in a circle can only add to the skill of others in those same skills. The only real requirement is that all caster involved must be with in 1” of another caster in the circle and no character may have more assistants in a circle than his skill in Circle Casting.

5 Casting Aids: Such as a Wizards Staff or Crystal. (These are bought as Arcane Devotion with Limitations such as Focus, Charges and Extra Time.) All foci must be designed in such a way as to mentally represent the desired spell. In example a spell of fireballs could not use a glass of water but instead would need something like coal, ruby dust and/or maybe salt peter.

6 Alchemy Aids: Such as a potion or scroll, these devices make it easier to use spells but each one typically only has one power. The benefit of this method is that it allows the character to make his magic roll in the safety of his laboratory. Alchemy Items count towards the standard Triggered powers limits. Items with charges count as one trigger slot for every 8 charges stored/created in the item or for every 5 minutes worth of continuous. (This system uses the 5th edition recommended Skill/5 limit for maximum number of triggered spells prepared.)

7 Technomancy Constructs: A Technomancy Construct is fashioned in a laboratory were the character is safe and later provides the caster with the ability to use a predefined spell. The benefit of a Technomancy item is the character is allowed to use his Alchemy/Technomancy skill to activate the spell even when it is from a different Domain. (Example Darith has a Technomancy of -19 and a Fire Pistol, his Creation Skill is only -8 normally to use the Fire Bolt spell (5D6 EB) stored in the pistol he would have to roll vs. his Creation skill as fire ball is magically created energy however since he built it into a Technomancy item he may use his Enchantment skill of -19. Technomancy items count towards the characters triggered powers limits even though they technically do not use the triggered power advantage the way alchemy items do.

8 True Enchanted Items: These are objects bought in the normal method of foci purchasing in the Hero system. Enchanted items built with the “Technomancy” fx do not count towards the characters triggered power limits. Although you do have to pay full points for them.

 

In all cases the character still rolls on the Domain skill that the spell would come from when creating/using the item (Exception is Technomancy in which case the character only rolls in the base domain at object creation). He simply gains benefits from having the object focus his spell. It is not uncommon for an Enchanter/Alchemist/Technomancer to have a very high Enchantment skill and very low skill (-11 to -15) with the other Domains making it so that days or even weeks can be spent creating magic items. The character also need to have the appropriate PS skill for crafting whatever object he hopes to focus his powers through such as brewing, Armor Craft or Literacy. A rarely chosen exception is to have someone else craft the object in your presence as you cast the magic.

 

 

Extraordinary Skill

 

Characters with Extraordinary Skill may use their magic skills at passive levels. This is done by treating their skill as if were only half its full level. The advantage is it represents a mages passive ability to resist the spells of other wizards or sense magic casually. A Character never suffers spell back fire from passive skill he either innately resists/senses or casually creates or he does not. This is the effortless level of mastery a normal person uses breathing.

 

 

Special Exceptions to General Rules

 

Always Using The Lowest Skill

• Magical Defenses: A character may use either Essence or Warding his choice for determining inherent PowDef.

• Magic Perception: A character may use either Awareness or Essence his choice for magic perception.

• Necromancy: A character may use his skill in necromancy for the following powers that would fall in other Domains Animate Dead, Create Zombie, Control Dead, Repel Undead & Sense Necromantic Energy.

• Adjustment Powers that affect the Magic Skills or the “Gift” Talents Directly are automatically at X4 to skill penalty.

 

Holy Ground & Other Places of Magic

 

Mana Wells: Wells are treated as environmental conditions that provide bonuses to magic for either all magic skills or for limited magic skills based on the type. Common types of Mana wells are Elemental, Necromancy, Healing, Protection ext…

 

Dark Magic Zones: These areas are treated as environmental penalties to limited magic or all magic similar to Mana Wells. It is possible to have the two different types over lapping such as Holy Ground that will have bonuses to all healing/divine fx spells and negatives to all necromantic spells.

 

Wild magic zones are areas of such increased magical energy that channeling is at -8 to skill and all successes are critical with double power while all failures are critical with double the normal amount of backfire.

 

 

Perceived Power Levels

 

Something that should be addressed is how much power do I need to represent certain power levels. So I give this chart of perceived power levels from the perception of the Adinari Guild of Magic.

• Apprentice Skill of -8 through -15

• Wizard Skill of -16 through -20

• Master Wizard Skill of -21 through -25

• Arch Wizard Skill of -26 or higher

• Circle of Nine Seat Holder Skill of -20 in 6 Domains & -30 in Domain of Holding

 

QUICK REFERANCE CHARTS

 

Domain Power Class

Alteration Body Control Powers & Some TK

Awareness Sensory & Mental Powers

Creation

Attack Powers & Some Movement Also shares Images with Awareness

Dimensional Teleport & EDM

Enchantment Focus, Triggered & Prepared Spells

Essence Adjustment Powers

Necromancy

Life & Death Powers Shares Healing With Alteration

Summoning

All Summoning Powers (Regardless of FX)

Warding All Defense Powers

 

Mage Talent Access

Lesser Gift -15 Four Domains

Greater Gift -20 Seven Domain

True Gift -25 All Domains

 

Arcane Talents Cost Bonus Effect

Dedication 5* +1 to all magic skills*

Elemental Master

10

 

+3 w/fx spells, -3 w/all others & may not cast opposite fx spells

Focused Study 3 Overcome a single -1/4 limitation with magic

Mana Blank

50

Invisible to all direct effect magic

Trigger Master 10/LVL Doubles number of triggered spells per level

 

 

END NOTES: In games that use ER. Add (AP of ALL Extra Talents/5) + (Highest Magic Skill/2) + (Total Levels of all Magic Skills/10). So a character with INT 10, + True Gift (No other Talents) + 3 points in eight magic skills for an 11 + 13 points in Creation for a 16 would have 0+8.8+8=16.8 added to their ER.

 

Starting Spell selection: Although a magic user may know any number of magic spells and learn them from other casters at no cost. A recommended limit of one spell known for every two points spent on magic skills is suggested for starting characters. This would mean a beginning Wizard with three points in six Domains would know about nine spells at character creation. This limit should not be taken as an absolute and is instead only a guideline to help leave room for character growth and progression.

Link to comment
Share on other sites

Re: Post your campaign/setting/supplement

 

Fantasy Hero is largely generic; Turakian Age is largely not. If that clarifies anything. :)

 

Hmm... not exactly sure. Turakian Age has often been called the most "generic" of Hero's house settings, in that it follows many of the precedents of mainstream "D&D-esque" gaming. :think: However, I'll offer what I had in mind, and you can decide if it's appropriate. :)

 

First, a compilation of links and recommendations for various free or cheap prewritten adventures for Fantasy HERO.

 

Speaking of the Turakian Age, here's a concept for a campaign based in one of the regions of that setting, revolving around political intrigue, with a long list of plot seeds to expand into adventures: Besruhan Intrigues.

 

This next is the outline for a major enemy magic cult worshipping an evil dragon-god, derived from Hero's Atlantean Age setting: The Flames of Varkolak.

 

Finally, my detailed game setting, The Valley Of Night, was inspired by elements from the official Champions Universe, and as a default is geared toward supers gaming in the present day; but the nature of the setting readily suits it to insertion in many fantasy worlds, and I include notes with the files on the few adjustments that would be needed.

Link to comment
Share on other sites

Re: Post your campaign/setting/supplement

 

Hmm... not exactly sure. Turakian Age has often been called the most "generic" of Hero's house settings, in that it follows many of the precedents of mainstream "D&D-esque" gaming. :think: However, I'll offer what I had in mind, and you can decide if it's appropriate. :)

 

First, a compilation of links and recommendations for various free or cheap prewritten adventures for Fantasy HERO.

 

Speaking of the Turakian Age, here's a concept for a campaign based in one of the regions of that setting, revolving around political intrigue, with a long list of plot seeds to expand into adventures: Besruhan Intrigues.

 

This next is the outline for a major enemy magic cult worshipping an evil dragon-god, derived from Hero's Atlantean Age setting: The Flames of Varkolak.

 

Finally, my detailed game setting, The Valley Of Night, was inspired by elements from the official Champions Universe, and as a default is geared toward supers gaming in the present day; but the nature of the setting readily suits it to insertion in many fantasy worlds, and I include notes with the files on the few adjustments that would be needed.

First, I'd like to apologize for not communicating the requirements clearly. I'll make an amendment to the first post to hopefully make things clear, today.

 

Pre-written adventures: Check. Exactly the sort of stuff this thread is for. :)

 

Besruhan Intrigues campaign concept: Sorry, no; it doesn't fit the requirement of "pre-generated"; the GM would have to do quite a bit of pre-generating to get it playable.

 

The Flames of Varkolak outline: While useful, again, it doesn't meet the "pre-generated" requirement. If expanded with a plot or three, some pre-generated NPCs (including the big boss), etc. - Basically, the "pre-generated" requirement is "Could I drop this in my campaign (provided it's compatible) and just have to adjust the edges of the peg to match the hole?" This requirement is because this thread was inspired by compaints of lack of pre-generated or "plug-and-play" material.

 

The Valley Of Night game setting: Not really "plug-and-play", but it is a pre-generated setting. Passes, although for a full pass, I would like to see more plug-and-play material.

Link to comment
Share on other sites

Re: Post your campaign/setting/supplement

 

One could look at Legends of the Shining Jewel--I know it's Pathfinder, but it's a custom setting, heavy on the roleplaying, which was spun off and rebuilt from an old living campaign setting in the Forgotten Realms. (No, it's not City of Raven's Bluff, but it did take place north in Procampur.)

 

I've always wanted to rewrite some of the earlier 1st+ level modules for 5th/6th, but I want to try Living DragonStar modules before that, as it's far easier to get the modules in LotSJ than LDS.

Link to comment
Share on other sites

Re: Post your campaign/setting/supplement

 

One could look at Legends of the Shining Jewel--I know it's Pathfinder, but it's a custom setting, heavy on the roleplaying, which was spun off and rebuilt from an old living campaign setting in the Forgotten Realms. (No, it's not City of Raven's Bluff, but it did take place north in Procampur.)

 

I've always wanted to rewrite some of the earlier 1st+ level modules for 5th/6th, but I want to try Living DragonStar modules before that, as it's far easier to get the modules in LotSJ than LDS.

While technically it passes the requirements, if we allowed in every supplement for all the fantasy RPGs out there, the thread would kinda miss the point of pregenerated "stuff" for Fantasy HERO. :)

 

*Goes to edit the requirements*

Link to comment
Share on other sites

Re: Post your campaign/setting/supplement

 

First, I'd like to apologize for not communicating the requirements clearly. I'll make an amendment to the first post to hopefully make things clear, today.

 

Pre-written adventures: Check. Exactly the sort of stuff this thread is for. :)

 

Besruhan Intrigues campaign concept: Sorry, no; it doesn't fit the requirement of "pre-generated"; the GM would have to do quite a bit of pre-generating to get it playable.

 

The Flames of Varkolak outline: While useful, again, it doesn't meet the "pre-generated" requirement. If expanded with a plot or three, some pre-generated NPCs (including the big boss), etc. - Basically, the "pre-generated" requirement is "Could I drop this in my campaign (provided it's compatible) and just have to adjust the edges of the peg to match the hole?" This requirement is because this thread was inspired by compaints of lack of pre-generated or "plug-and-play" material.

 

The Valley Of Night game setting: Not really "plug-and-play", but it is a pre-generated setting. Passes, although for a full pass, I would like to see more plug-and-play material.

 

Okay, got it now, thanks. :)

 

All that considered, I would like to offer Robert J. Hall's marvelous Fantasy HERO Treasure Trove website. Three of the free original adventures I provided in my Adventures compilation above come from there. The fact that it's for the Fourth Edition of HERO is IMHO offset by the sheer quantity, variety, and quality of the fully-statted materials available: many magic spells, enchanted items, and creatures, traps and environmental hazards, as well as a few more "generic" game resources. ;)

Link to comment
Share on other sites

Re: Post your campaign/setting/supplement

 

Okay, got it now, thanks. :)

 

All that considered, I would like to offer Robert J. Hall's marvelous Fantasy HERO Treasure Trove website. Three of the free original adventures I provided in my Adventures compilation above come from there. The fact that it's for the Fourth Edition of HERO is IMHO offset by the sheer quantity, variety, and quality of the fully-statted materials available: many magic spells, enchanted items, and creatures, traps and environmental hazards, as well as a few more "generic" game resources. ;)

Approved. :)

Link to comment
Share on other sites

Re: Post your campaign/setting/supplement

 

While technically it passes the requirements' date=' if we allowed in every supplement for all the fantasy RPGs out there, the thread would kinda miss the point of pregenerated "stuff" for Fantasy HERO. :)[/quote']

I take it you don't want to look at the information of the lands beyond Amythor? The campaign staff has pointed out that their adventures takes place in or near the city itself; they have no plans to relocate an adventure elesewhere in that world. :)

Link to comment
Share on other sites

Re: Post your campaign/setting/supplement

 

I take it you don't want to look at the information of the lands beyond Amythor? The campaign staff has pointed out that their adventures takes place in or near the city itself; they have no plans to relocate an adventure elesewhere in that world. :)

No, for the reason given.

Link to comment
Share on other sites

Re: Post your campaign/setting/supplement

 

Here is a short PDF I did on Kobolds for my Avergene campaign. When I did this for my gaming group I used graphics that I don't have license to so I've removed them from this version.

 

Have fun and enjoy.

 

[ATTACH=CONFIG]41711[/ATTACH]

Sorry for the delay. Accepted; listed. :)

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...