New from Steven S. Long! Hell’s Half Acre is a setting book for Western Hero. It describes a fictionalized version of the town of Perry, Oklahoma — home to a thousand people and over a hundred saloons, gambling halls, and cathouses! There’s never a dull moment in the Acre no matter what sort of trouble you prefer to get into.
Hell’s Half Acre includes:
—a complete description of the town, with information about hundreds of NPCs
—the low-down on the “Saloon Wars” — an increasingly deadly fight between several of the wealthiest townsfolk to control all the saloons in the Acre
—plenty of secrets, conspiracies, strange goings-on, and even mystical occurrences for campaigns that want a touch of the weird and mysterious
—details about drinking, eating, gambling, and other forms of entertainment in the Wild West
—an extensive dictionary of Western lingo and slang
—a “GM’s Vault” revealing many of the Acre’s secrets to the GM only
So strap on your shootin’ iron, saddle up your best horse, and get ready for action and excitement in Hell’s Half Acre!
Every fantasy hero campaign needs magical treasures for the adventures to find. This series houses varies information on just such treasures.
Rings – Every adventurer wants to have ring to help him or her in their adventures.Here you will find over 36 rings to add to your Fantasy Hero campaign. From the Ring of Flying or Ring of Health or Ring of The Dragon and of course the famous Ring of Invisibility.
The ZIP file includes the PDF and Hero Designer files. A Greg Elkins production.
In the middle ages there was little to no organized sport as we know it. Oh, there were sports and games aplenty, and any time traveler could go back and find the distant (or not so distant) ancestors of such modern games as field hockey, football (i.e. soccer), lawn bowling, and even baseball. But there were no regulated sports with one exception. This was the tournament, a martial sport performed by the nobility, of the nobility, and for the nobility. Tournaments were often planned well in advance (up to a year or more), featured a great deal of pomp and spectacle, and often had carefully spelled out rules for what would be (and would not be) allowed. Best of all, a tournament might last for a week or even longer, and would bring a great influx of people and money to whatever town was lucky enough to have one held nearby. Thus, a medieval tourney makes for an excellent Fantasy Hero scenario, and can feature all the action and adventure a GM and his players may wish for -- even if no one is actually fighting in the tournament itself!
The latest addition to the Surbrook's Stuff product line will jousting with the best of them.
Heroes, villains, legends … the folklore of America features all of this and more. In this volume you can find pirates and soldiers, lumberjacks and steel drivers, mountain men and lawmen, cowboys, Indians, inventors, and eccentrics. All of whom are just waiting to be included in your campaign! And don’t let the time period fool you, just because these characters existed in the 18th and 19th Centuries, doesn’t mean you can’t use them in your Pulp Hero, Champions, Dark Champions, or even Star Hero campaigns! After all, these characters are Larger Than Life!
Larger Than Life features 20 archetypes, ranging from Blackbeard the Pirate to the man who invented the 20th Century: Nikola Tesla. In addition, there are a total of 24 full character sheets, each with a detailed history and description of the character in question. But that’s not all! You also get over 120 biographies of other people related to each archetype, as well as famous ocean-going ships, famous outlaw gangs, Paul Bunyan’s entire logging gang, and other historical trivia. Each archetype also comes with at least one template, allowing you to build your own version of that archetype. So what are you waiting for? Dive in and start discovering those tidbits of American history you never new existed. But watch your step, because after all, these characters are… Larger Than Life!
Larger Than Life! is a 240 page, black-and-white paperback written by veteran Hero Games author Michael Surbrook. PDF and Character Pack versions also available.
Evilution Unchained is a three act mystery adventure by publisher Blessed Machine that takes the heroes throughout the city to solve a series of high profile kidnappings. Heroes will hunt for clues on nine fully detailed color maps to discover a horrific plot that threatens the entire campaign city.
Also, the heroes will meet a fresh batch of supervillains as they try to solve the mystery of Evilution Unchained.
This adventure is fully compatible with Champions Complete and the Hero System Sixth Edition rule books.
What's Inside: This 144 page full-color adventure book includes a 48 page adventure along with supporting cardboard heroes, top-down tokens and nine maps to cut and paste together for exploring or combat.
Every fantasy hero campaign needs magical treasures for the adventures to find. This series houses information on varies information on just such treasures.
Potions – Every adventurer wants to have potion to help him or her in their adventures. Here you will find over 36 potions to add to your Fantasy Hero campaign. From the Potion of Cure Wounds or Potion of Enlargement to the favorite of thieves, the Potion of Invisibility
The ZIP file includes the PDF and Hero Designer files. From Greg Elkins Designs.
Technomancy: The art of using technology to create magical spell like effects.
Technomancers use technology to create magic in a universe where magic doesn't exist. They are feared and sought after for knowledge and to look into the future.
Can you handle such knowledge?
Are you ready to be sought out for help?
Are you ready to be hounded by the masses?
This supplement is designed for use with Star Hero and Post-Apocalyptic Hero. This supplement contains over 30 spells to choose from as well as magic system guidelines. This supplement comes with a 27 page PDF and HD files. From Greg Elkins Designs.
These cards are for use with Narosia: Sea of Tears Fantasy RPG's unique narrative system.
Players Control The Gods To Influence The Plot
The gods meddle, and the players use this set of cards to allow them to say how a specific god influences the story — if they can explain the god’s motivation.
Divine Intervention Cards are used to represent both the possibility and degree of influence by the gods. These cards, with one exception, reference an aspect of a single Enaros, and possibly even the Enaros as a whole as well. This aspect reflects the type of influence the Enaros has chosen to exercise when the card is played. Additionally, each card is marked with a certain number of pips, rendered as small suns along the bottom of the card. As the number of pips increases, the amount of influence the Enaros exerts also increases.
From a skeptic’s eye, the greater the number of pips the more difficult it is to deny direct intervention. A one-pip card could most certainly be attributed to luck, and a two-pip card is just short of a miracle (arguably mundane – crazy things do happen). A three-pip card is almost undeniable, and if the conditions are right the Enaros may even be seen exercising their influence.
The play of a card is an opportunity for role-play. The player should assume the role of the specific Enaros singled out by the card and describe why the Enaros has chosen to interfere with these specific mortal affairs, and your character in particular. Playing a card does not represent your character calling upon the gods. It is certainly possible, especially if playing a tsverg, that you do not wish divine intervention. The Enaros are not really all that concerned with what your character believes or thinks (to a point), and they will intervene if they wish, possibly even in spite of your character. Some Enaros even have a certain amount of sympathy for the tsverg (again, to a point). So, assume the mantle of an Enaros, roleplay the god’s will, and have fun with the game.
High quality poker sized playing cards
165 cards complete with names, aspects, and power level of the card
Complementary download of Divine Intervention Cards in PDF format for print, cut, and play at home