Every fantasy hero campaign needs magical treasures for the adventures to find. This series houses information on varies information on just such treasures.
Arrows & Bolts – Archers all around the realm are always looking for an edge against their adversaries. They are looking for magical weapons to help them in their adventures and arrows to help them as well. Arrows that slay lycanthropes, arrows that can turn creatures to stone, arrows that can cause blinding flashes of light. Adventurers want them and search dungeons – or even search through a dragon’s hoard - for them!
The ZIP file includes the PDF and Hero Designer files.
More, more, more! Within these pages there are more spells, more magic items, more fantasy guidelines — everything you need to make a good Fantasy Hero 4th Edition campaign even better. While not absolutely necessary to play, this book should prove a valuable play aid to all Fantasy Hero players and GMs.
Fantasy Hero is a HERO System Campaign Book. That means that it provides all the information needed to play fantasy adventures using the HERO System rules. Within these pages you will find setting information, fantasy specifics, and a wealth of ready to use material. However, Fantasy Hero is not a stand-alone product; to use it the player must also have the HERO System Rulesbook (4th Edition), which contains all the rules for the HERO System. The HERO System Rulesbook can be purchased separately; it is also contained in Champions, the Super Roleplaying Game (4th Edition).
Haunted Heroes is set up with a multitude of short adventures, adventure seeds, characters and backgrounds, creatures, artifacts, items, and the horrific. All of these have one thing in common: the supernatural and the horrific. From spirits and mad scientists to creatures that hide in the dark recesses of the heroes. nightmares, all of these reside within these pages.
Within, a game master will find dozens of things from the darkness to use as they are presented or incorporate into their own campaign. While we have tried our best to keep in good taste, there are certain things within these pages that could disturb some people. If you are weak of heart, easily shocked, or cannot grasp the difference between reality and a game world, go no further. This book is not for you!
Ninja Hero is the martial arts sourcebook for the HERO System, and is equally useful for heroic and superheroic campaigns. It includes martial arts from Aikido to Wrestling - and everything in between. Extensive guidelines help you simulate the feel of martial arts movies and comics. Use Ninja Hero to spice up the martial arts in an existing game, or provide the background for an entire campaign based on martial arts.
The Fantasy Hero Companion II, like the previous Companion, contains supplementary material to use as you play Fantasy Hero 4th Edition. These include new archetypes, races, locations, magic, and spell books.
S.I.D.s is short for Super-powered Individual Database. This is a database that various government agencies are starting to use to keep track of all the various villains and heroes. Over the last few years the number of super-powered individuals has skyrocketed.
It has become a full time job to try and keep track of them as well as update information about the, that is the purpose of this database. The database is designed to give law enforcement as much information as possible on supervillains or superheroes they may need to call for help.
This is a series of small products that will introduce new villains and heroes for you campaign.
This installment will re-introduce The Geodesics. This organization original created by the nefarious Dr. Lirby Koo has gone through a lot over the years. This installment will include all original members and one new member.
Includes Hero Designer files & printable cardboard miniatures.
Author Dale W. Robbins has sent us seven new adventure and character books for this groundbreaking Meriquai Falls Champions setting, including a free one that he created for Free RPG Day. This setting was explored back-in-the-day in five different issues of Digital Hero (2, 3, 4, 6, and 39 to be specific), and has been releasing material ever sense. If you would like to have a look at his work, check HERE.
Throughout history people have followed and served the gods.
There are those who are fanatical and those who only slightly believe.
There are also those whose faith allows them to perform wondrous acts or even miracles.
These individuals are called Divine Mages, Priests or Clerics. These individuals can make water safe to drink, heal wounds and even cure diseases or blindness.
They have the ability to find and disperse the undead as well. They can do all these things because of the faith and servitude to their deity.
In this tome are 118 spells available to those who serve the whims of a god. Also Available with Hero Designer Files.
As many of you already know, Hero Games currently has a project running on Kickstarter. With six days remaining it (at last count) has 430 backers and is 74% funded. Thus we are tantalizingly close but not over the finish line just yet. So obviously I want all of you to back this project. Equally obviously, a sizable minority of you object to this project, and have strongly voiced those objections on various forums, including the Facebook Hero System fan group. So I thought it might be a good idea for state why I personally, as a publisher, would like to see Champions Now come to fruition, and what the long term benefits of its existence might be.
Let me start by explaining how this project came into existence. Originally, Ron Edwards came to Steve Long and proposed the idea of Hero Games publishing his own version of Champions, based in the roots of the game from the 1980s but updated with more modern storytelling techniques. Steve then brought the idea to me and, after discussing it with the company director, we decided this would not only be an interesting little project, but might work well for the other half of our business: the rpg small press distributor Indie Press Revolution. (More on that later.)
That’s it. It’s not a profound statement of anything else. I just thought it would be neat. Ron Edwards is an important figure in the early history of self-published, independently produced roleplaying games. The Forge – the website he helped to create – was and remains incredibly influential on subsequent game design. Two of the games which came out of that school of designers – My Life With Master and Dogs In The Vineyard – permanently changed the way I look at rpgs. He’s also a profound thinker about the nature and experience of roleplaying games. I personally found his GNS theory of how roleplaying games work to be both helpful and inspirational in my own work.
Also, I personally like Ron. He has interesting things to say about roleplaying games and comic books. Like a lot of the storytelling crowd, his writing technique is brash, personal, informal, and even confrontational: very different from what Hero Games has typically published throughout its long existence. And that’s part of the point. In my time as the publisher of Hero Games I’ve focused my energies on four things. One, get out a Hero System book about once year – even if it meant publishing it myself for various reasons. Two, encourage third party designers and publishers to release Hero System material. Three, preserve the history of Hero Games by getting older products released in PDF format, and newer ones made available through print-on-demand when their print runs sell through. And, finally, four: get new players to try the Hero System, and old ones who have moved on to other games to come back and try it again.
This last part is the important one to Champions Now: I wanted to publish a product that would simultaneously interest some older players, while encouraging the generally younger fans who purchase books from Indie Press Revolution to give a form of Champions a try. These are typically players who are much more interested in immediacy and narrative, but much less interested in constructing beautifully conceived characters out of math and rules. Ron knows both fan groups well, because he’s been a part of both since their beginnings. So he seems like the man for the job to me.
If we succeed and, over the course of a year of playtesting, create something unique and special that catches the imagination of the small press fans and game designers, who knows where it might lead? In my capacity as general manager of IPR, I’ve seen dozens of games spin off from systems pioneered in products like Apocalypse World and Spirit of the Century. It would be nice to see something like that happen for Champions, even if its in a form that some of you might not find to completely to your tastes. That would be a nice legacy for Hero Games to have, as well as for me to personally leave behind.
So, for those of you who have voiced your opposition to this project, please consider reconsidering. I’m attempting to do something creative and productive here as a publisher, not invalidate your many years of enjoying the fourth, fifth, and sixth editions of the Hero System. Give it a try and see what happens. Who knows? Maybe by participating you’ll help to create something you can be enthusiastic about after all.