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AlHazred

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Posts posted by AlHazred

  1. I've not forgotten this thread. As a weekly update, I'll mention I'm in the process of applying the materials above to a Hero Designer template.This is proving to be somewhat time-consuming, but I'm eager to do this right and if I get the template out of the way it'll be easier to build up the Package Deals for the professions.In the meantime, I should talk about Perks.

     

    Perks

     

    Lordship

    This perk functions much as it is in Fantasy Hero, page 130, except there's no need for so many ranks -- Hârnic kingdoms are tiny compared to most fantasy campaigns, and have correspondingly fewer ranks.

    Value Feudal Rank
    1        Squire
    2        Knight
    3        Baron/Baroness

    5        Earl/Earla/Count/Countess
    8        King/Queen

    10      Overking/Overqueen/Pendragon

    The Lordship Fringe Benefit doesn't confer any actual lands; Barons or above (and any knights lucky enough to be landed) should also pay for a Base Perk which covers the size of any lands held.

     

    Military RankGuild Member, Money, Positive Reputation

    These perks function exactly as in Fantasy Hero page.131 and 132. In Hârn, money is even scarcer than in most fantasy campaigns -- somewhere I read that the total amount of coined money floating around the isle of Hârn is probably on the order of a few 10s of thousands of silver pence.

     

    Religious Rank

    This won't just reflect your rank for social purposes, but also indicates what rank of invocations a character would be able to learn. Because even laity in a church can learn (a few) invocations, even the laity must pay for rank.

    Value Rank Min Ritual Skill Title

    1        I          8-                        Laity

    2        II         10-                      Acolyte / Lay Grandmaster

    3        III        11-                       Priest

    5        IV       12-                       High Priest / Abbot

    7        V        13-                       Bishop / Archbishop

    8        VI       15-                       Primate / Cardinal

    10      VII      17-                       Pontiff (if applicable)

  2. Another thing to remember with HERO is "special effects trumps mechanics."

     

    If a character wanted to take "Unusually Tall" as a DF, I'd make the points above. Then, if they still wanted it, I'd say, "No problem!" and give it to them at 5 points. A 5 point Complication should be a problem about 1 in 4 or so scenarios, so I'd give him 3 scenarios to fart around.

     

    Then, I'd have a scenario where the PCs are called in on an odd case. A woman reports that her husband has been "replaced."

     

    They go to a small town in the East Hinterlands. Describe the distinctively quirky bed & breakfast they stay at: it's got a door lintel made of deer antlers, but it's pretty tall -- even "Tall PC" barely scrapes under.

     

    They check on the guy. He matches his old photos, and his biometrics check out. Her only indication that he's different is he's "too tall." If the PCs manage to get his old medical records, they can find that he does appear to be three inches taller than they would indicate. He claims his wife is suffering from dementia brought on by years of hard drinking before she quit, and there's evidence to support that.

     

    Run it as a body snatcher scenario. The sherrif is tall; has he been replaced? They can't get cell reception in the town, except way out in the woods, where it's dark and creepy. Does one PC go alone to make his call and check in? When they do, they get a call from HQ -- there's something wrong with the PC dossiers, could the group check up on... The call cuts out and now the PC has no bars.

     

    Going back to the B&B, the "tall PC" cracks his head on the lintel, clearly a good three inches too short for him to walk under...

     

    Basically, Complications are a way to mess with the PCs. Every GM messes with the PCs, but HERO gives them control over how you mess with them. So, this player is basically saying, "My height is going to come up often as something of a problem. Make the most of it."

  3. If it saves you some time or gives you inspiration, I remember that somewhere on the Web is a bunch of Shadow World conversions done back in the day (unless I'm misremembering, it's to 4th edition Hero System). I believe QM used to link to the conversion.

     

    EDIT - Checking the Wayback Machine, I found this from an old [Compilation] post that didn't survive the transfer:

     

     

    Jason's (Hierax's) website is defunct, but he did upload a characteristic conversion document, which I've attached.

     

    One of the threads linked above can still be found on the Wayback Machine:

    http://herogames.com/forums/showthread.php?t-14277

     

    But the other is gone. :(

     

    Mainly, it appears Hierax had a bunch of material written down. You might try dropping him an email to see if he can share his stuff.

    Shadow World to Hero System.pdf

  4. Aha! Kulthea! That's a worthy conversion! I remember fond nights spent adventuring among the lands of Emer. Of course, we used the RoleMaster system at the time; very clunky and time-consuming. Can't wait to see what you do with it!

  5. You are taking the correct approach: always ask yourself "how is this really complicating the character's life?" With Distinctive Features, you also ask yourself the additional question, "is this truly distinctive?"

     

    Distinctive Features for being an alien would not be worth many (any?) points in several Space Opera settings, because just being "an Ornithopteryx" isn't distinctive enough to make the character easy to identify and follow. Distinctive Features for being a mutant is generally only worth points in superhero games where "mutant detectors" and "anti-mutant hysteria" are factors.

     

    You have to be Distinctive for a reason that implies it's a problem. Being really tall as a Distinctive Feature implies one of the unusually tall people you might find in the Guiness Book of World Records or Ripley's Believe It or Not, who need supports and medical attention. "My character has unusually bright red hair" is never going to be a Distinctive Feature in my games because the public isn't against that. If I developed a campaign setting where gingers were actually thought to be soulless, and anti-ginger hysteria had led to the formation of roaming "vigilante posses" who travel around killing them in secret, then it becomes a Distinctive Feature.

  6. AmeriForce One has been replaced by national team The Praetorians, which is "led" by the All-American, now in his sixties and a cyborg; unknown to the public much of his brain has been replaced by computer hardware programmed by the regime. Other members include the young techno-Mage known as Acolyte, the son of Defender and Witchcraft; Glorygirl, a patriotic brick/martial artist; and Shotput (previously Marble Man of Ravenswood Academy).

    Hmmm... The "leader" of the outfit has a computer brain, and there's a technomancer on the force?! Who's really in charge here?

     

    The Elder Worm nation idea and an unleashed Death Dragon are probably too world-shaking for my intentions.

    Who's to say they have to be obvious about it? Being obvious about it lost it for them the first time, at least in the case of the Elder Worm...

     

    The more I think of it, the more I like the thought that Doctor Destroyer does simply and truly die of natural causes.

    Yes, yes, "dead," of course...

  7. Skills

     

    HârnMaster uses a big list of skills, some of which are "Automatic" (this is the equivalent of Everyman Skills in HERO). Here's the list of skills and what I consider to be HERO System equivalents. "Automatic" skills are indicated with an asterisk (*).

     

     

    Hârn Skill                                                HERO Skill

    Physical Skills

    Acrobatics                                                Acrobatics

    Climbing*                                                  Climbing

    Dancing                                                   PS: Dancing (PRE-based)

    Jumping*                                                  extra Leaping meters

    Legerdemain                                           Sleight of Hand

    Stealth*                                                   Stealth

    Swimming                                                extra Swimming meters

    Throwing*                                                WF: Thrown, Combat Skill Levels

     

    Communication Skills

    Acting                                                      Acting

    Awareness*                                             Perception (General)

    Lovecraft                                                 Charm

    Mental Conflict                                        Mental Combat Skill Levels/OMCV/DMCV

    Oratory*                                                  Oratory

    Rhetoric*                                                 Persuasion, Presence Attacks

    Singing*                                                   PS: Singing (PRE-based)

    Language                                                Language

     

    Combat Skills

    Unarmed*                                                WF: Unarmed, Combat Skill Levels, Martial Arts

    Riding                                                      Riding

    Axe, Blowgun, Bow, Club, Dagger, Flail,

    Net, Polearm, Shield, Sling, Spear,

    Sword, Whip                                            WF, Combat Skill Levels (by Weapon Familiarity Group)         

     

    Lore/Craft Skills                        

    Agriculture                                               PS: Agriculture

    Alchemy                                                   PS: Alchemy

    Animalcraft                                               Animal Handling

    Brewing                                                    PS: Brewing

    Ceramics                                                  PS: Ceramics

    Cookery                                                   PS: Cooking

    Drawing                                                   PS: Drawing

    Embalming                                               Forensic Medecine

    Engineering                                             Mechanics, SS: Engineering

    Fishing                                                     PS: Fishing

    Fletching                                                  Weaponsmith (Muscle-Powered Ranged)

    Folklore                                                    KS: Folklore

    Foraging                                                  Survival

    Glasswork                                                PS: Glassworking

    Heraldry                                                   KS: Heraldry

    Herblore                                                   PS: Herblore

    Hidework                                                  PS: Hidework

    Jewelcraft                                                 PS: Jewelcraft

    Lockcraft                                                  Lockpicking

    Masonry                                                   PS: Masonry

    Mathematics                                             SS: Mathematics

    Metalcraft                                                 PS: Metalcraft

    Milling                                                       PS: Milling

    Mining                                                      PS: Mining

    Perfumery                                                 PS: Perfumery

    Physician                                                  Paramedics

    Piloting                                                     Transport Familiarity (per vehicle group), Combat Driving

    Seamanship                                              PS: Seamanship

    Shipwright                                                 PS: Shipwright

    Survival                                                    Survival

    Textilecraft                                                PS: Textilecraft

    Timbercraft                                               PS: Timbercraft

    Tracking                                                   Tracking

    Weatherlore                                              KS: Weatherlore

    Woodcraft                                                 PS: Woodcraft

     

    Special Cases:

     

    Physical Skills:

    Condition: This is basically the Hârnic way to buy up your damage-taking capacity. In HERO, this converts to BODY and STUN.

     

    Skiing: The easy way to convert this to HERO is just to use Transport Familiarity: Skiing. On the other hand, it would be possible to make a new skill, Skiing, similar to the optional Parachuting skill (Hero System Skills, page 364). To meet Design Goal 1, I think I'll use the TF.

     

    Communication Skills:

    Intrigue*: This is “the ability to assess and/or act effectively within a social/political situation over a period of time.” This has no specific equivalent in HERO System. I could see using Deduction skill or the optional Analyze: Motive (Hero System Skills, page 78-79) skill for the “assess” part, but the “act effectively” would be some sort of PRE-based skill. I’m thinking it might make sense to rename Streetwise and use that, per Design Goal 1.

     

    Musician: in Hârn, this is broken out by specific instruments. It might make sense to use the optional Musical Instrument Familiarity skill from Hero System Skills, page 362, plus PS: Musician (PRE-based).

     

    Script: In Hârn, each Script is a separate skill and literacy is a big deal. It might make sense to break down Literacy, so each script would represent a separate 1-point investment in (one of your) Languages.

     

    Ritual Skills: These are used to successfully perform invocations (basically divine-magic spells). For the various Ritual skills (each god’s is specific) I’ll make a Ritual Skill as a variant of the Power Skill.

     

    Combat Skills:

    Initiative* This is the determiner of who goes first in a combat round. In HERO, we use SPD and DEX. Buying up Initiative skill in Hârn is basically the same as buying Lightning Reflexes in HERO.

     

    Lore/Craft Skills:

    Astrology, Runecraft, Tarotry: The best fit for these and similar skills (I’ve seen Palmistry in the materials) is the Divination skill from Hero System Skills, page 355.

     

    Law: As “Knowledge of local law,” this is obviously KS: Law. But it also includes the ability “to settle tenant disputes,” which implies a PRE-based component. I think I’ll rename Bureaucratics and use that, per Design Goal 1.

     

    Weaponcraft: This translates pretty closely to the Weaponsmith skill in HERO System, but where HERO has the Muscle-Powered HTH specialty, Hârn has them broken out by Weapon Familiarity Groups. Also, the Hârn version of the skill includes the optional Armorsmith skill from Hero System Skills, page 354.

  8. Design Goals

    1. Elegant solutions trump accurate-but-crunchy solutions. This means strict accuracy might suffer in the interest of making something easy to use during gameplay.

    2. Source fluff has higher significance than source crunch. So, the description of a spell should inform the Hero version more than the HârnMaster implementation of said spell.

    3. Try to maintain compatibility with other Fantasy Hero campaigns. That means, don't make new rules items to convert things if there's a way to do it under the rules as they exist in core Fantasy Hero. Caveat: Advanced Players Guide I and II material is fair game.

     

    Step 1: Character Generation

     

    Characteristics

    Many HârnMaster characteristics map directly.

    HârnMaster            Hero

    Strength                   Strength

    Stamina                   Constitution

    Dexterity                  Dexterity

    Intelligence               Intelligence

    Will                          Ego

     

    Hârn Agility is the ability to move the whole body; this loosely translates to Hero System Speed.

     

    Hero System Presence sort of maps to two Hârn attributes: Voice and Comeliness.

     

    Hârn uses several attributes that map to Hero System Perception rolls: Eyesight, Hearing, and Smell. In converting characters, I would convert those items associated with one of these stats into a corresponding bonus to Perception rolls. Skills and other things dependent on them I would base instead on Hero System Intelligence. Alternatively, I need to consider whether Hârn uses the "Perception As A Characteristic" alternative rule listed in the APG II, page 8 and 10, although that conflicts with Design Goal 3.

     

    Hârn uses one attribute that is difficult to convert directly, namely Aura -- "Hârnic philosophers believe that all living things have Aura and that the physical body is simply a place where the immortal spirit currently resides. High Aura indicates high psychic ability, and is the most important attribute for psionics and magic (although Will and Intelligence are also vital)." AUR influences ability at the various Magic skills and psionics, and also occasionally comes into play in Ritual skill and the associated religious invocations. Maybe convert it to Presence? Or, I may have to make it a new characteristic, although that conflicts with Design Goal 3.

  9. Probably ten years ago (or more) I was put in the hot-seat to run a Fantasy Hero game for my regular Saturday group. At the time, I had just purchased the HârnWorld basic folio for $5. This was a great product with an index, a beautiful setting map, a gazetteer, and a sample castle map; so, I used a random location from the setting and began a Zombie Apocalypse Fantasy Hero game.

     

    The campaign lasted for eight years over three distinct phases (my group calls them "seasons"), over which time I picked up more of the HârnWorld line of castle and city maps. Looking back on it, I kind of regret the way I stumbled into it. Hârn has some great intrigue metaplot going on, and plenty of highly-detailed, plausible-feeling location modules, none of which I was able to really use because I was in the process of destroying the world. I found a basic Hârn Hero conversion online, but I ended up doing a bunch of conversion work myself. Eventually I made a HârnHero document that circulated among my group and a few select people on the Internet.

     

    So, I'm currently working to finish up my Traveller Hero campaign after the next "season" of play, and was casting around for what to run after that, and my mind turned to Hârn. There's been a huge amount of additional material published since then, and a ridiculous amount of high-quality free supplementary material. I dusted off the old conversion material and immediately got the bug to finish it off. I'd never actually completed the conversion to my satisfaction, and rereading it, I had a different design focus back then. So, I'm going to go over everything and work up a series of pdfs and Hero Designer templates/prefabs/package deals to do a proper HârnHero 2.0 conversion.

     

    Comments and questions welcome!

    HârnWorld - Introduction.pdf

  10. I worked up some of the old World of Darkness stuff that I owned into Hero terms. My plan was to allow players of my High Fantasy Hero game the opportunity to play those "races" if they wanted to; plus I knew it would be an excellent opportunity to cut my teeth on 6E Hero, which is different enough I felt the need to practice.

     

    I started with vampires, as they're pretty straightforward in the World of Darkness. I never got around to working up all the various Vampiric Disciplines, but you could make those easily enough. It clocks in at 211 points, which is pretty reasonable for a vampire, I think -- the one in the Bestiary is just a crazy number of points.

     

    I've uploaded this as a Package Deal here

     

    EDIT: Updated post, removed non-operational links, uploaded package deal to new Download section, updated link.

    World Of Darkness - Kindred package deal.pdf

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