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Hierax

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  1. Contents of Fantasy Hero Companion I Contents of Fantasy Hero Companion I: CONTENTS: INTRODUCTION. ................................ 4 How to Use This Book ........................ 4 What's Inside ................................... 4 Supporting Fantasy Hero ................... 4 PLAYING FANTASY HERO FANTASY HERO MASS COMBAT. .......................... 6 The Basis of Mass Combat ................ 6 Before Mass Combat ......................... 6 Strategic Maneuvering ..................... 6 Unit Size........................................... 6 Game Scale ..................................... 6 Unit Descriptions .............................. 7 Movement........................................... 7 Terrain .............................................. 7 Combat ............................................... 8 Fighting ............................................ 8 Rally ................................................. 9 Characters .......................................... 9 Leadership ....................................... 9 Inspiration ........................................ 9 Fear................................................ 10 Direct Combat ................................ 10 Casualties......................................... 10 Adding Rules .................................... 11 Roleplaying Battles .......................... 11 BIBLIOGRAPHY AND FILMOGRAPHY. ........................... 13 Fiction ............................................ 13 Films .............................................. 14 LOCATIONS ABBEY. ............................................... 16 Abbey of the Setting Sun ................. 16 Main Chapel ................................... 16 Main Cloister .................................. 17 Novices’ Cloister ............................ 17 BASILICA. .......................................... 18 Basilica of Blessed Light .................. 18 Exterior ........................................... 18 Interior ............................................ 19 CASTLE. ............................................. 20 Castle at Red Cliff ............................ 20 Exterior ........................................... 20 Ground Level ................................. 20 First Floor ....................................... 21 Second Floor ................................. 21 Third Floor ...................................... 22 Fourth Floor ................................... 22 Fifth Floor ....................................... 22 CAVE COMPLEX. ............................. 23 Coldwater Hellmouth ........................ 23 Surface........................................... 23 Caverns.......................................... 24 FARMHOUSE. ................................... 25 Home of Tobin Pel ........................... 25 Interior ............................................ 25 Grounds ......................................... 25 GUILDHALL. ...................................... 27 Hall of Cabinetmakers Guild ............ 27 Ground Floor .................................. 28 KEEP. .................................................. 28 Keep at South Ford .......................... 28 Ground Floor .................................. 28 First Level ...................................... 29 Second Level ................................. 30 Sublevel ......................................... 30 MANOR. .............................................. 31 Lord Albrect’s Manor ........................ 31 Ground Floor .................................. 31 First Floor ....................................... 32 Second Floor ................................. 32 ROADSIDE INN. ................................ 34 The Eagle ......................................... 34 Ground Floor .................................. 34 Upper Floor .................................... 35 Cellar .............................................. 35 Grounds ......................................... 35 CRAFTSMAN’S SHOP. .................... 36 Shop of Garret Locksmith ................ 36 Ground Floor .................................. 36 Upper Floor .................................... 36 TAVERN. ............................................. 38 The Mongoose ................................. 38 Ground Floor .................................. 38 Upper Floor .................................... 39 WIZARD’S TOWER. ......................... 40 Thorn of Tanu ................................... 40 Exterior ........................................... 40 Ground Floor .................................. 40 First Floor ....................................... 40 Second Floor ................................. 41 Third Floor ...................................... 41 Fourth Floor ................................... 43 Fifth Floor ....................................... 43 Sublevel ......................................... 43 MATERIAL SUMMARY. ................... 44 THE BESTIARY Bear ............................................... 46 Beasts of Burden ........................... 46 Boar ............................................... 48 Cat, Hunting ................................... 49 Centaur .......................................... 49 Crocodile ........................................ 50 Demon ........................................... 51 Doppelganger ................................ 54 Dragons and Hydra ........................ 55 Dwarf.............................................. 56 Elemental ....................................... 56 Elf ................................................... 58 Faerie ............................................. 59 Feline ............................................. 60 Gargoyle ........................................ 61 Ghoul ............................................. 61 Giant .............................................. 62 Golem ............................................ 64 Gryphon ......................................... 66 Harpy ............................................. 66 Halfling ........................................... 67 Insect, Giant ................................... 67 Lich ................................................ 68 Lizardman ...................................... 69 Lycanthrope ................................... 70 Minotaur ......................................... 70 Ogre ............................................... 71 Orc ................................................. 72 Pegasus ......................................... 74 Rat, Giant ....................................... 75 Sea Folk ......................................... 75 Skeleton ......................................... 77 Snake ............................................. 77 Troll ................................................ 78 Unicorn........................................... 80 Vampire.......................................... 81 Wolf ................................................ 82 Wraith............................................. 83 Wyvern and Wyrms........................ 84 Zombie ........................................... 85 MAGIC ITEMS TRIVIAL ITEMS. ................................ 87 Poitions ............................................. 87 Scrolls............................................... 88 Other Trivial Items ............................ 89 MAJOR ITEMS. ................................. 91 Weapons and Armor ........................ 91 Other Major Items............................. 93 ARTIFACTS. ...................................... 98 SPELLBOOK COLLEGE OF ANIMAL CONTROL. ................................... 102 Basic Spells .................................... 102 College Spells ................................ 103 Unique Spells ................................. 104 COLLEGE OF BODY MANIPULATION. ........................ 105 Basic Spells .................................... 105 College Spells ................................ 106 Unique Spells ................................. 107 COLLEGE OF DARKNESS. .......... 108 Basic Spells .................................... 108 College Spells ................................ 109 Unique Spells ................................. 110 COLLEGE OF SENSE AND EXPLORATION. ......................... 111 Basic Spells .................................... 111 College Spells ................................ 111 Unique Spells ................................. 113 COLLEGE OF ICE WIZARDS. ...... 114 Basic Spells .................................... 114 College Spells ................................ 115 Unique Spells ................................. 116 THE COLLEGE OF LIGHT WIZARDS. ....................... 117 Basic Spells .................................... 117 College Spells ................................ 118 Unique Spells ................................. 119 COLLEGE OF MENTALISM. ........ 120 Basic Spells .................................... 120 College Spells ................................ 121 Unique Spells ................................. 122 COLLEGE OF METAL WIZARDS. ..................... 123 Basic Spells .................................... 123 College Spells ................................ 124 Unique Spells ................................. 126 COLLEGE OF SONIMANCERS. .. 127 Basic Spells .................................... 127 College Spells ................................ 128 Unique Spells ................................. 129 COLLEGE OF TIME MAGES. ....... 130 Basic Spells .................................... 130 College Spells ................................ 131 Unique Spells ................................. 132 COLLEGE OF TRADE AND NEGOTIATION. ................. 133 Basic Spells .................................... 133 College Spells ................................ 133 Unique Spells ................................. 135 COLLEGE OF TRANSPORT. ....... 136 Basic Spells .................................... 136 College Spells ................................ 137 Unique Spells ................................. 138 CHURCH OF PURITY. ................... 139 Basic Spells .................................... 139 College Spells ................................ 140 Unique Spells ................................. 141
  2. Gnoll (1st Draft):I'd like to improve my write-up for Gnolls (7.5' Tall Hyena Humanoids). Does anyone have any suggestions or would like to compare their own versions here?Gnoll (Standard 100 Point Warrior) Val Char Cost 20 STR 10 10 DEX 0 15 CON 10 13 BODY 6 8 INT -2 10 EGO 0 8/15 PRE -2 8 COM -1 6 PD 2 5 ED 2 2 SPD 0 8 REC 2 30 END 0 36 STUN 5 7" RUN22" SWIM04" LEAP0Characteristics Cost: 34Cost Power END 2 Thick Fur/Tough Skin: Damage Resistance (2 PD/2 ED) 15 Fangs: Killing Attack - Hand-To-Hand 1/2d6 (1d6+1 w/STR), Reduced Endurance (0 END; +1/2) (15 Active Points) 2 +2 PER with Normal Smell 5 Discriminatory with Normal Smell 5 Tracking with Normal Smell 2 +2 PER with Normal Hearing 3 Ultrasonic Perception (Hearing Group) 5 Infrared Perception (Sight Group) 3 Scary: +7 PRE (7 Active Points); Limited Power (Only for PRE Attacks) (-1) 2 Large (7.5' Tall): Knockback Resistance -1" Powers Cost: 44Cost Skill 8 +1 with All Combat 4 WF: Common Melee Weapons, Common Missile Weapons 0 Language: Gnoll (idiomatic) (4 Active Points) 1 Language: Orc or Hobgoblin (basic conversation) 1 Language: Troll (basic conversation) 1 Mimicry 8- 2 PS: Warrior/Hunter/Predator/Scavenger 11- 2 Survival 11- 3 Tracking 11- Skills Cost: 22Val Disadvantages 5 Distinctive Features (and Social Limitation)- Gnoll: (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Normal Gnoll Characteristic Maxima 5 Physical Limitation - Short-Lived (~35 Years): (Infrequently, Slightly Impairing) 5 Psychological Limitation - Hatred of Felines and Canines: (Uncommon, Moderate) 5 Psychological Limitation - Lazy (Dislike Physical Work): (Uncommon, Moderate) 5 Psychological Limitation: Dislike Bright Light (Uncommon, Moderate) 5 Reputation: coward, scavenger, lazy, bully, slaver, demon-worshipper, 8- Disadvantage Points: 50Base Points: 50Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 100 Height: 2.29 m Hair: Reddish-Yellow Weight: 160.00 kg Eyes: Green Appearance: A typical Gnoll is 7.5' tall weighing around 350 lbs. Gnoll fur is most often spotted Reddish-Yellow but may be striped or brown as well. Personality: Hunt and KillQuote:Background: Often mistaken for Dog-Humanoids, Gnolls are actually Hyena-Humanoids. Gnolls are ferocious humanoids of low intelligence. They resemble a cross between a human and a hyena. They live in rough, rugged wasteland and wilderness areas. Gnolls may use all weapons, but most do not work metal; they steal most of their metal weapons from humans. They are strong, but dislike work and prefer to bully and steal (D&D Rules Cyclopedia p.180). Gnolls are large, evil, hyena-like humanoids that roam about in loosely organized bands. While the body of a gnoll is shaped like that of a large human, the details are those of a hyena. They stand erect on two legs and have hands that can manipulate as well as those of any human. They have greenish gray skin, darker near the muzzle, with a short reddish gray to dull yellow mane. (2e-MM) - Can actually eat and digest bone Sources: - DD-RC.180; 1e-MM.46; 2e-MM.158; 3e-MM.105-106; HM-HoB.v?.??. - "Gnolls, those Dog-Faced Killers" ( http://www.wizards.com/default.asp?x=books/fr/gnolls ) - http://www.callofthenightwalker.com/gnoll.htm - http://www.korinth.com/3eKorinthContent/Rulebook/Chap01_Races/gnoll.shtml - Hero: Gnolls are Hyena-Humanoids and while Hyenas are neither dogs nor cats, the write-ups on "Erqigdlit" MMM.38 and "Pakasa" MMM.80 still are useful points of comparison for animal-based humanoids. - Buffy the Vampire Slayer: "The Pack" (Season 1, Episode 6) where Xander and some bullies get possessed by Hyenas. - Hyenas: - "The Hyena Pages" ( http://www.liberalmafia.org/hyenas/ ) - http://www.lioncrusher.com/family.asp?family=Hyaenidae - http://sailfish.exis.net/~spook/hyenatxt.html Powers/Tactics: Prey on the Weak, Taunt and Tease, Lure and AmbushCampaign Use: Standard NPC Monster humanoid: bigger than an Orc or even Hobgoblin, slightly smaller than a Bugbear or Ogre. When you want the characters hunted by an unruly Pack.
  3. NCM, Base Points That's a good point. There's a few reasons why I do it like this. In a way, I see Fantasy Hero as more Heroic than Superheroic in terms of NCM being appropriate. I like using NCM for races to set them at different amounts and encourage the difference between the races. Another thing is that the "Base points" don't really give any "Disadvantage" but the NCM does give something of a disadvantage; thus Base Points are more "Free" than the NCM Disadvantage (to my mind). So, I guess, in general, I prefer to use a lot of Disadvantages for write-ups and keep the Base Points to a minimum and use Experience only for an individual character's experience. Hope that helps explain why.
  4. Orc (Hieraxian) Draft 2 Thanks guys! I've incorporated your above ideas with my own and revised the write-up. Outsider, this is a standard Orcish Warrior (conversion of the xD&D 1 Hit-Dice Monster); in a way, an Orc is a "big fighting breed" of Goblin or a slightly weaker version of a Hobgoblin, roughly comparable to a 1st level Human Fighter, better than a standard 0-Level Human Fighter Man-at-Arms. Orc (Hieraxian) Draft 2: Orc (50 Point Warrior) Val Char Cost 15 STR 5 8 DEX -6 15 CON 10 11 BODY 2 6 INT -4 6 EGO -8 6/15 PRE -4 6 COM -2 4 PD 1 4 ED 1 2 SPD 2 6 REC 0 30 END 0 29 STUN 2 7" RUN22" SWIM03" LEAP0Characteristics Cost: 1 Cost Power END 1 Tough Skin: Damage Resistance (1 PD/1 ED) 6 Fangs and Claws: Killing Attack - Hand-To-Hand 1 point (0 1/2d6 w/STR), Reduced Endurance (0 END; +1/2) (7 Active Points); Reduced Penetration (-1/4) 5 Infravision 60': Infrared Perception (Sight Group) 7 Snout: (Total: 7 Active Cost, 7 Real Cost) +2 PER with Normal Smell (Real Cost: 2) plus Tracking with Normal Smell (Real Cost: 5) 4 Tireless: Naked Modifier - on 15 STR, Reduced Endurance (1/2 END; +1/4) (4 Active Points) 8 Durable: Life Support (Immunity Viral Infections; Immunity Bacterial Infections; Immunity Zootoxins; Immunity Phytotoxins; Safe in Intense Cold; Safe in Intense Heat) (17 Active Points); Limited Power (Only 50% Effect From) (-1) 1 Deprived: Life Support (Custom Adder; Eating Character only has to eat twice per week; Sleeping Character only has to sleep 16 hours per week) 4 Intimidating: +9 PRE (9 Active Points); Limited Power (Only for PRE Attacks) (-1) Powers Cost: 36 Cost Skill 5 +1 with HTH Combat 4 WF: Common Melee Weapons, Common Missile Weapons 2 PS: Warrior 11- 0 Language (fluent conversation) (2 Active Points) 2 Survival 10- Skills Cost: 13 Total Character Cost: 50 Val Disadvantages 20 Normal Orcish Characteristic Maxima 5 Distinctive Features - Orc: (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 5 Psychological Limitation - Hated of Elves: (Uncommon, Moderate) 5 Physical Limitation - Short Lived (~40 years): (Infrequently, Slightly Impairing) 5 Rivalry: Professional (Other Orcs and Tribes of Orcs; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 10 Susceptibility to Sunlight or Very Bright Light: , -1 to All Rolls Instant (Common) Disadvantage Points: 50 Base Points: 0 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Ed, two things about your version immediately come to mind: 1) I wouldn't want to give Orcs a pure +5 PRE because it also gives them better PRE-based Skill rolls than a human! I agree with them getting a better PRE attack, just not being more persuasive in less subtle ways -- which is why I limited it. 2) Isn't 4 rDEF a bit much? 2 rDEF would be about as much as thick leather armor, but 4 rDEF is about as much as brigandine! I agree they should have tougher skin than humans, and even 1/2 Orcs should too, but you might want to go with +2 for full-blooded orcs and +1 for 1/2 orcs. Just my opinion or interpretation of Orcs though, YMMV.
  5. I'd like to improve my write-up for Orcs, anyone have any suggestions or would like to share their own versions of this most basic for comparison? Orc: http://www.hierax.com/hero/fantasy/grey/monster/orc.pdf Orc (Standard 50 Point Warrior) Val Char Cost 15 STR 5 8 DEX -6 15 CON 10 11 BODY 2 8 INT -2 8 EGO -4 8 PRE -2 8 COM -1 4 PD 1 4 ED 1 2 SPD 2 6 REC 0 30 END 0 29 STUN 2 6" RUN02" SWIM03" LEAP0Characteristics Cost: 8 Cost Power END 1 Tough Skin: Damage Resistance (1 PD/1 ED) 6 Fangs and Claws: Killing Attack - Hand-To-Hand 1 point (0 1/2d6 w/STR), Reduced Endurance (0 END; +1/2) (7 Active Points); Reduced Penetration (-1/4) 7 Infravision 60': Infrared Perception (Sight Group), +2 to PER Roll 2 Snout: +2 PER with Normal Smell 4 Tireless: Naked Modifier - on 15 STR, Reduced Endurance (1/2 END; +1/4) (4 Active Points) 8 Durable: Life Support (Immunity Viral Infections; Immunity Bacterial Infections; Immunity Zootoxins; Immunity Phytotoxins; Safe in Intense Cold; Safe in Intense Heat) (17 Active Points); Limited Power (Only 50% Effect From) (-1) 1 Deprived: Life Support (Custom Adder; Eating Character only has to eat twice per week; Sleeping Character only has to sleep 16 hours per week) Powers Cost: 29 Cost Skill 5 +1 with HTH Combat 4 WF: Common Melee Weapons, Common Missile Weapons 2 PS: Warrior 11- 0 Language (fluent conversation) (2 Active Points) 2 Survival 11- Skills Cost: 13 Total Character Cost: 50 Val Disadvantages 20 Normal Orcish Characteristic Maxima 5 Distinctive Features - Orc: (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 5 Psychological Limitation - Full of Hate (typically for Elves and Other Rival Orc Tribes): (Uncommon, Moderate) 5 Physical Limitation - Short Lived (~40 years): (Infrequently, Slightly Impairing) 15 Susceptibility to Sunlight or Very Bright Light: , -1 to All Rolls Instant (Very Common) Disadvantage Points: 50 Base Points: 0 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  6. Thanks, Ed! Hard conversion does take a LOT of time, so I only have a wee bit to offer for comparison so far: General PSI Contents Page http://www.hierax.com/hero/fantasy/grey/psi/ Psionic Power Level: http://www.hierax.com/hero/fantasy/grey/psi/psi-power_level.pdf Basically, I use the formulae of: PSP/4 = AP or Psionicist Level x5 = AP It is interesting to see how the xD&D conversions stack up against Champions Mentalists. Mind Flayer Conversion Example (Draft Only): http://www.hierax.com/hero/fantasy/grey/monster/illithid.pdf Anyway, thanks to Killer Shrike Psi content will keep flowing and I'll have good things to use while I try to work out a bit more of my own content.
  7. Hierax

    Corruption?

    Purity/Faith to Resist? And Insidiously Gradual I have 2 suggestions: 1. Purity/Faith I'm not sure what your campaign's cosmology/mythos is like but if it is a typical good vs. evil thing, you might want to consider letting those of exceptional purity of spirit or strong of faith to be able to resist (or be immune to) this corruption; it could be a power that the 'good' priests have build with their own points, or a limit built in on the corruption powers themselves to allow the faithfully pure to stand out from the corruptable masses with a means (however slim) of avoiding this foulness. Again, this may or may not fit your game, just a suggestion. 2. Insidiously Gradual Another thing is that to make the corruption more insidious you could make it a 'Gradual Effect' to make it slowly take them over bit by bit and stretch out the drama of the transformation. Here, I'm thinking something like what occured in Clark Ashton Smith's Story "the Double Shadow": http://users.crocker.com/~lwm/shadow.html or http://home.eol.ca/~command/shadw.htm Hope that helps...
  8. Here's what I do: Racial Bonuses to the Base also add to the NCM and Penalties reduce the NCM proportionally. E.G., +5 STR = Base starting STR of 15 NCM 25 ACM 35; -4 INT = Base starting INT of 6 NCM 16, ACM 26. FWIW, ACM stands for "Absolute Charteristic Maxima" (ACM), my House Rule can be found here: http://www.hierax.com/hero/house/acm.txt
  9. Half-Ogre (First Draft)Here's a quick first draft of a Half-Ogre to put things into perspective and to give something to use if a full-blooded Ogre is too tough and crude for.Half-Ogre (75 Point NPC/Monster)Player: Generic NPC/Monster Template Val Char Cost 20 STR 10 8 DEX -6 15 CON 10 12 BODY 4 8 INT -2 8 EGO -4 8/15 PRE -2 8 COM -1 6 PD 2 4 ED 1 2 SPD 2 10 REC 6 30 END 0 36 STUN 6 7" RUN21" SWIM-12" LEAP-2Characteristics Cost: 25Cost Power END 2 Thick Warty Skin: Damage Resistance (2 PD/2 ED), Inherent (+1/4) 7 Fangs/Claws: Killing Attack - Hand-To-Hand 1 point (0 1/2d6 w/STR), Reduced Endurance (0 END; +1/2) (7 Active Points) 3 Long Arms: Stretching 1", Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (11 Active Points); Limited Power (Only 1/4" Stretch) (-2), Always On (-1/2), No Velocity Damage (-1/4), no Noncombat Stretching (-1/4) 3 Intimidating (Impressive Size and Aggressive Approach): +7 PRE (7 Active Points); Limited Power (Only for PRE Attacks) (-1) 5 Red Eyes: Infrared Perception (Sight Group) 1 Big Nose: +1 PER with Normal Smell 2 Heavy: Knockback Resistance -1" 3 Filth Dwelling Heritage: Life Support (Immunity Viral Infections; Immunity Bacterial Infections) (7 Active Points); Activation Roll 11- (-1) Powers Cost: 26Cost Skill 8 +1 with All Combat 3 +1 with Sweep, Haymaker, Move Through 4 WF: Common Melee Weapons, Common Missile Weapons 2 PS 11- 0 Language (fluent conversation) (2 Active Points) 1 Language (basic conversation) 2 Knowledge Skill: Home and Surrounding Territory 11- 2 Survival 12- Skills Cost: 22Cost Talent 2 Resistance (2 points) Talents Cost: 2Cost Equipment END 2 Rough Studded Leather: Armor (3 PD/3 ED) (9 Active Points); Independent (-2), OIF (-1/2) 8 Big-Assed Bastard Sword: Killing Attack - Hand-To-Hand 2d6 (2d6+1 w/STR), Reduced Endurance (0 END; +1/2) (45 Active Points); Independent (-2), OAF (-1), STR Minimum 15 (-3/4), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) Equipment costs shown above are for reference only, and are not included in Total Cost.Val Disadvantages 15 Distinctive Features - Half-Ogre: (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 10 Hunted by Humanoid Haters: 8- (As Pow, Harshly Punish) 10 Physical Limitation - Bigger And Easier to be Seen and be Hit (2x human size = -1 DCV, and +1 to PER Rolls to Percieve): (Frequently, Slightly Impairing) 5 Physical Limitation - Enormous Appetite - Needs to Eat Twice as much as a normal man: (Infrequently, Slightly Impairing) 10 Psychological Limitation - Ogreish - Bloodlust, Bully, Casual Killer, Greedy, Hatred of Demi-Humans, Lazy, Overconfident, Sadistic, Stubborn: (Common, Moderate) 5 Reputation (Hack and Slasher): , 8- 20 Monster Bonus (to be replaced by NCM when get proper Hero Designer Template Done) Disadvantage Points: 75Base Points: 25Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 75 Height: 2.28 m Hair: Dark Weight: 164.00 kg Eyes: Brown Appearance: Typically, a Half-Ogre is 7.5' (2.28 m) tall and weighs in at about 360 lbs (164 kg) (mainly ranging from 7' to 8' tall and 315 to 425 lbs). They have swarthy, dull complexions with dark, lank hair.Personality: Kill, Loot, Don't Rinse, Repeat.Quote:Background: The third most popular half-breed after Half-Orcs and Half-Elves, the Half-Ogre is in many ways race best suited to the typical xD&D fighting mentality -- Kill 'em all and take their stuff Considered as much NPC as Monster but can go either way.Powers/Tactics: Smash and Bash or Hack and Slash depending on the biggest weapons available.Campaign Use: Half-Ogres are for when you need a really big goon that's not quite human; If you need something a bit tougher look at Bugbears or full-blooded Ogres; If you need something a bit weaker, look at Gnolls, Hobgoblins or even Orcs. SOURCES: - Gary Gygax "The Half-Ogre, Smiting Him Hip and Thigh" the Sorcerer's Scroll column in Dragon Magazine #29 (Month, Year) - Roger E. Moore "The Whole Half-Ogre" Dragon Magazine #73 (May 1983) reprinted in Best of Dragon Magazine IV (May 1985). - AD&D MM.2e.274-275 (1993) CONVERSION NOTES: - Treat as 2+1 HD Monsters in xD&D; In Hero, aim for 100 points (or 75 points so a PC could customize up to 100 points). For a NPC or PC allow 25 points to customize and make it a 100 point character. For a Monster it is pretty good to go 'as is'.Again, as always, any suggestions on how I can improve this write-up are most welcome...
  10. Updated Version (3rd Draft)Here's an updated version taking into account the feedback above (including using the standard non-growth 5th ed. method).The only thing I couldn't fully address was the Defences, that Blue Jogger pointed out, I could only reduce the Ogre's rDEF to 3 since I want Half-Ogres to have 2 rDEF and Orcs to have 1 rDEF, basically it had to stay to keep the range of toughness giving each level a unique number.I noticed that I paid too much for the Nose and changed it to normal smell and saved a bunch of points.I used these to add in some immunity to disease (bacterial and viral) because Ogres tend to dwell in infested filth and yet never seem to be sick because of it. Please let me know if anyone has any further suggestions.Ogre (200 Point Monster)Player: Generic NPC Monster Template Val Char Cost 30 STR 20 8 DEX -6 20 CON 20 16 BODY 12 6 INT -4 8 EGO -4 6/16 PRE -4 6 COM -2 12 PD 6 8 ED 4 2 SPD 2 20 REC 20 40 END 0 53 STUN 12 7" RUN21" SWIM-13" LEAP-3Characteristics Cost: 74Cost Power END 4 Thick Warty Skin: Damage Resistance (3 PD/3 ED), Inherent (+1/4) (4 Active Points) 15 Bigger (1.5x): Physical Damage Reduction, Resistant, 25% 15 Bigger (1.5x): Energy Damage Reduction, Resistant, 25% 15 Fangs/Claws: Killing Attack - Hand-To-Hand 1/2d6 (1d6+1 w/STR), Reduced Endurance (0 END; +1/2) (15 Active Points) 4 Long Arms: Stretching 1", Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (11 Active Points); Limited Power (Only 1/2" Stretch) (-1), Always On (-1/2), No Velocity Damage (-1/4), no Noncombat Stretching (-1/4) 5 Intimidating (Impressive Size): +10 PRE (10 Active Points); Limited Power (Only for PRE Attacks) (-1) 6 Red Eyes: Infrared Perception (Sight Group), +1 to PER Roll 7 Big Nose: (Total: 7 Active Cost, 7 Real Cost) +2 PER with Normal Smell (Real Cost: 2) plus Discriminatory with Normal Smell (Real Cost: 5) 4 Heavy: Knockback Resistance -2" 7 Filth Dweller: Life Support (Immunity Viral Infections; Immunity Bacterial Infections) Powers Cost: 82Cost Skill 10 +2 with HTH Combat 6 +2 with Sweep, Haymaker, Move Through 2 WF: Common Melee Weapons, Thrown Rocks 2 PS 11- 0 Language (basic conversation) (1 Active Points) 2 Knowledge Skill: Lair and Surrounding Environment 11- 2 Survival 11- Skills Cost: 24Cost Talent 15 Combat Sense 10- 5 Resistance (5 points) Talents Cost: 20Cost Equipment END 2 Animal Hides: Armor (2 PD/2 ED) (6 Active Points); Independent (-2), OIF (-1/2) 7 Great Club (Human Sized) or Club (Ogre-Sized): Hand-To-Hand Attack +6d6, Reduced Endurance (0 END; +1/2) (45 Active Points); Independent (-2), OAF (Focus - Great Club; -1), STR Minimum 17 (-3/4), Hand-To-Hand Attack (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) 11 Great Club (Ogre-Sized): Hand-To-Hand Attack +9d6, Reduced Endurance (0 END; +1/2) (67 Active Points); Independent (-2), OAF (Focus - Great Club; -1), STR Minimum 23 (-1), Hand-To-Hand Attack (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) Equipment costs shown above are for reference only, and are not included in Total Cost.Total Character Cost: 200Val Disadvantages 15 Distinctive Features - Ogre: (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 20 Enraged When Takes BODY Damage: (Common), go 11-, recover 11- 10 Hunted by Humanoid Haters: 8- (As Pow, Harshly Punish) 10 Physical Limitation - Bigger And Easier to be Seen and be Hit (2x human size = -1 DCV, and +1 to PER Rolls to Percieve): (Frequently, Slightly Impairing) 5 Physical Limitation - Enormous Appetite - Needs to Eat 3.5 times as much as a normal man: (Infrequently, Slightly Impairing) 15 Psychological Limitation - Ogreish - Bloodlust, Bully, Casual Killer, Greedy, Hatred of Demi-Humans, Lazy, Overconfident, Sadistic, Stubborn: (Common, Strong) 5 Reputation (Killing Machines): , 8- 20 Monster Bonus (to be replaced by NCM when get proper Hero Designer Template Done) Disadvantage Points: 100Base Points: 100Experience Required: 0Total Experience Available: 0Experience Unspent: 0 Height: 2.75 m Hair: Brown Weight: 270.00 kg Eyes: Brown Appearance: Ogres are huge fearsome human-like creatures, usually 8 to 10 feet tall. They wear animal skins for clothes, and often live in fithly infested caves.Personality: Selfish Brutish Bullying Mentality.Quote:Background: Ogres are one of the classic xD&D monsters that have been around since the very beginning. I think that it’s safe to say that they’ve seen action in almost every xD&D campaign from the mid-70s to today and will continue to be a staple of D&D as long as gamers crawl the dungeons of their imaginations. Personally, my first encounter with an ogre was way back in May of 1983 in module B2 – Keep on the Borderlands. I remember it as one of the toughest monsters of the entire dungeon. This conversion is a tribute to that first unnamed ogre who was such a worthy opponent. Since then I’ve seen countless others slay and be slain and hope that by doing this conversion someone else gets the same thrill that I did so long ago. Let me know how you fare against my version of an Ogre. Powers/Tactics: Ogres have been called combat machines and rightfully so. They can both strong and tough being able to dish out and take an incredible amount of damage.Campaign Use: If you find Ogres a bit too tough of a challenge, try using a Half-Ogre; If you need a bit tougher, try a Hill Giant or a Troll. SOURCES: - xD&D Sources - D&D – Monsters & Treasure (1974) p.3,8. - AD&D 1st Edition – Monster Manual (1977) p.75. - D&D Basic Rules (1979) p.31. - D&D Basic Rules (1981) p.40. - D&D – B2 – The Keep on the Borderlands (1981) p.17 - D&D Rules Cyclopedia (1991) p.198. - AD&D 2nd Edition – Monster Manual (1993) p.272-273. - D20/D&D 3rd Edition – Monster Manual (2000) p.144. - Hackmaster – Hacklopedia of Beasts Vol. VI (2001) p.23-25. Hero Sources - Hero System Bestiary (4th ed.) (1992) p.88. - Joe’s Dungeon Hero (last version read 2000-02-03) - Ed “Killer Shrike†Hastings (last version read 2002-10-31) - FH5e.399; MMM.75-76
  11. Thanks, Eosin! 1. The Move of 5" was based on an AD&D Ogre moving 9" where a normal human moves 12". If one wanted to go purely with size the movement should be ~1.5x human so 9" in Hero, and if you wanted to combine the slower of the source material with the 1.5x longer legs then a move of 4.5" x 1.5 ~ 7" -- slightly faster than a human but not what you'd expect from a human of that size. In fact, now that you mention it and get me to think it through more deeply, I think that I might just do this 7" as a compromise that works in both POVs. 2. REC is based on the idea that they are pretty untireing brutes so that they can fully regain their END (and almost their STUN) in a turn to make them seem a bit more of an unstoppable brute force. If you give them more SPD, I'd give them proportionally less REC. 3. SPD of 2 is a conversion of AD&D's 1 attack per round, Ogres are as fast as normal men at attacking. This write-up is the Ogre equivalent of a 0-level fighter (~ a Hero "Normal"); naturally, more experienced Ogres (such as a sub-Chieftan or Chieftan) would get more SPD just as higher level Fighters would. I also should note that I wanted to portray Ogres as big, strong, and tough but not particularly Dexterous or SPeeDy to give humans some sort of (albeit slim) chance against these brutes. And FWIW, in general, I'm trying to keep SPD down for the base types of characters so that I can work in more granularity by having a greater range of improvement for the 'higher level' heroes and villains.
  12. Ok, here's a quick Hill Giant write-up without using Growth (as per Ed's suggestion of following the 5th ed way):Hill Giant (Standard 300 Point Warrior) Val Char Cost 35 STR 25 8 DEX -6 20 CON 20 21 BODY 22 6 INT -4 6 EGO -8 8/23 PRE -2 8 COM -1 10 PD 3 7 ED 3 2 SPD 2 11 REC 0 40 END 0 72 STUN 23 12" RUN124" SWIM24" LEAP-3Characteristics Cost: 88Cost Power END 3 Thick Skin: Damage Resistance (3 PD/3 ED) 30 Twice As Big: Physical Damage Reduction, Resistant, 50% 30 Twice As Big: Energy Damage Reduction, Resistant, 50% 4 Long of Arm: Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4) 35 Huge Hit: Naked Modifier on up to 35 STR, Area Of Effect (up to One Hex; +1/2), Reduced Endurance (0 END; +1/2) 40 Hurl Rocks: Killing Attack - Ranged 3d6-1, Area Of Effect (One Hex; +1/2) (60 Active Points); OIF (Focus - Rocks of Opportunity; -1/2) 6 7 Rock Catching: Missile Deflection (Thrown Objects), Missile Reflection (25 Active Points); Activation Roll 9- (-1 1/2), Limited Power (Only vs. Large Roughly Rock/Boulder Shaped Objects) (-1) 7 Impressive Size: +15 PRE (15 Active Points); Limited Power (Only for PRE Attacks) (-1) 6 Heavy: Knockback Resistance -3" Powers Cost: 162Cost Skill 32 +4 with All Combat 2 WF: Common Melee Weapons, Thrown Rocks 2 KS: Lair and Surrounding Environment 11- 0 Language: Hill Giant (completely fluent) (3 Active Points) 1 Language: Ogre (basic conversation) 1 PS: Warrior 8- 2 Survival 10- Skills Cost: 40Cost Talent 10 Follow-Through Attack Talents Cost: 10Cost Equipment END 10 Giant-Sized (2x) Club: Hand-To-Hand Attack +8d6, Reduced Endurance (0 END; +1/2) (60 Active Points); Independent (-2), STR Minimum 20 (-1), OAF (-1), Hand-To-Hand Attack (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) 12 Giant-Sized (2x) War Club: Hand-To-Hand Attack +10d6, Reduced Endurance (0 END; +1/2) (75 Active Points); Independent (-2), STR Minimum 24 (-1), OAF (-1), Hand-To-Hand Attack (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) 14 Giant-Sized (2x) Great Club: Hand-To-Hand Attack +12d6, Reduced Endurance (0 END; +1/2) (90 Active Points); Independent (-2), STR Minimum 30 (-1), OAF (-1), Hand-To-Hand Attack (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) 15 Giant-Sized (2x) Spear: Killing Attack - Hand-To-Hand 3d6+1 (4d6 w/STR), Reduced Endurance (0 END; +1/2), Ranged (+1/2) (100 Active Points); Independent (-2), 1 Recoverable Charge (-1 1/4), OAF (Focus - Spear; -1), STR Minimum 20 (-1), Real Weapon (-1/4), Reduced By Range (Range Based on STR) (-1/4) Equipment costs shown above are for reference only, and are not included in Total Cost.Val Disadvantages 15 Dinstinctive Features - Hill Giant: Not Concealable, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses, Not Distinctive In Some Cultures 10 Enormous Appetite - Phys Lim - Must Eat 8x as much as a normal man: Frequently, Slightly Impairing 15 Physical Limitation - Bigger And Easier to be Seen and be Hit (2x human size = -2 DCV, and +2 to PER Rolls to Percieve): (All the Time, Slightly Impairing) 5 Physical Limitation - Too Big to Fit: (Infrequently, Slightly Impairing) 15 Reputation - Rapacious Plunderers: , 14- 40 Monster Bonus Disadvantage Points: 100Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 300 Height: 3.65 m Hair: Brown Weight: 680.00 kg Eyes: Brown Appearance: Hill Giants are an average of about 12 feet tall (they range anywhere from 10 to 16 feet tall) and weigh an average of about 1,500 pounds but given enough food can get grotesquely obese (ranging anywhere from 1,000 to 7600 pounds). More than anything Hill Giants resemble huge hairy inbred humans/neandrathals (think of generic Saxon scum meeting "Quest for Fire" meets "Grizzly Adams" meets "Deliverance" -- shudder!).Personality: Quote:Background: These hairy brutes are 12' tall and very stupid. They wear animal skins and carry huge clubs and spears. These giants live in the foothills of mountains and raid human communities from time to time for food and plunder. Hill giants have tan to reddish brown skins, brown to black hair, and red-rimmed eyes. They typically dress in rough hides or skins. They use any form of weapon available but favor clubs Sources: (D+D-X.32) (RC.179); (AD+D-1e-MM.45); (AD+D-2e-MM.141); (D+D-3e-MM.98-100); (HM-HoB-vIII.58-59); (H4e-BFHC.62-63); (H5e-MMM.43). Powers/Tactics: Campaign Use:
  13. Adjusting the rDEF Good point, I'm thinking of reducing the "Thick Skin" by half to ~ 2 rDEF which is still as tough as leather armor and quite impressive and would still let Half-Ogres have 1 rDEF skin. FWIW, Originally, I wanted to go with 3 rDEF for Ogres (1 for thick, +2 to match Growth) and 2 rDEF for Half-Ogres (1 for thick +1 to match Growth) -- but the 7.5' tall Half-Ogres wouldn't get the Damage Reduction. I just rounded up to 4 instead (to make it evenly divisible by 2) but maybe that was a bit much. One thing to consider in the campaign is that Magical weapons get one level of "Penetrating" for each "Plus" and often don't have STR minimums which would help even the odds for the Heroes over the normal soldiery -- e.g., a "+1 Two-Handed Sword" could be HKA 2d6 pumped up to 4d6 with a level of Penetrating and +1 OCV in addition to the 2-3 CSLs and 15-18 DEX, that is the kind of 200 pointish Warrior that might find themselves facing such a brute in battle (but hopefully with friends to help take the Ogre down, or some red-armored minions to take some hits . Oh yeah, the Ogre should get -1 DCV for it's size (regardless of the official rules it makes more sense if 15-points of growth is -2 DCV, then 10 should definately be -1 DCV), I'll have to add a custom Disadvantage in for that. So yeah, I'll have to reduce the rDEF by 1 or 2 -- THANKS!
  14. "Growth" is sort of a pre-built compound power for being 'bigger', which just somehow seems more efficient to use than writing down all the parts seperately That and, well, it nicely got around the NCM problems ... but now that this can be set in HD templates I might move away from the Growth method? I'm not quite sure yet if there is a convincing enough of a reason to change from the old way. Too bad Hero doesn't have a single "Size" stat that can take care of all of the stuff that "Growth" and "Shrinking" used to; it would be nice to change one thing and have it recalculate all the relevant stats.
  15. If Growth gives a -2 DCV for 15 Points worth then, logically, -1 DCV should be at ~7.5 points worth; so while 5 Points of Growth might or might not get a DCV penalty, shouldn't 10 Points of Growth get a -1 DCV penalty? How do you recommend that intermediate intervals be handled for penalties?
  16. No, sorry, I wanted to run it past some more experienced HERO GMs and Players get their take on it and revise it once more before putting it into actual action. On paper, they are pretty hard for regular soldiers to take down due to the "Damage Resistance" (4rDEF) and "Damage Reduction" (25% resistant) and the fact that they dish-out such brutally huge damage with the club (12d6 N or 15d6 N). But, this should be close to right because FWIW, I wanted them to feel like big, bad-asses somewhat like (to take a current example) when a "Troll" shows up in the "Lord of the Rings" -- i.e., they can be taken down by a single (sorely pressed) Hero or by a squad of Normal solidiers who bravely stand their ground and see several of their fellow get squashed! How would this kind of Ogre fare in your game?
  17. Here's my second draft conversion of a standard Ogre warrior write-up: http://www.hierax.com/hero/fantasy/grey/monster/ogre.pdf I would appreciate any comments, feedback, criticism, suggestions that you may have on how I can improve the write-up... THANKS! Ogre (Standard 200 Point Warrior) Val Char Cost 20/30 STR 10 8 DEX -6 20 CON 20 14/16 BODY 8 6 INT -4 8 EGO -4 6/16 PRE -4 6 COM -2 12/13 PD 8 8/9 ED 4 2 SPD 2 20 REC 24 40 END 0 44/46 STUN 10 5" RUN-21" SWIM-11"/3" LEAP-3Characteristics Cost: 60 Cost Power END 5 Thick Warty Skin: Damage Resistance (4 PD/4 ED), Inherent (+1/4) (5 Active Points) 50 Gigantic (9' Tall; 1.5x human size): (Total: 63 Active Cost, 50 Real Cost) Physical Damage Reduction, Resistant, 25% (Real Cost: 15) plus Energy Damage Reduction, Resistant, 25% (Real Cost: 15) plus Growth (+10 STR, +2 BODY, +2 STUN, -2" KB, 1,080 kg, +0 DCV, +0 PER Rolls to perceive character, 3 m tall, 1 m wide), Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (22 Active Points); Always On (-1/2) (Real Cost: 15) plus Stretching 1", Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (11 Active Points); Always On (-1/2), No Velocity Damage (-1/4), no Noncombat Stretching (-1/4) (Real Cost: 5) 15 Fangs/Claws: Killing Attack - Hand-To-Hand 1/2d6 (1d6+1 w/STR), Reduced Endurance (0 END; +1/2) (15 Active Points) 5 Intimidating: +10 PRE (10 Active Points); Limited Power (Only for PRE Attacks) (-1) 6 Red Eyes: Infrared Perception (Sight Group), +1 to PER Roll 14 Big Nose: (Total: 14 Active Cost, 14 Real Cost) +2 PER with Smell/Taste Group (Real Cost: 4) plus Discriminatory with Smell/Taste Group (Real Cost: 10) Powers Cost: 95 Cost Skill 10 +2 with HTH Combat 6 +2 with Sweep, Haymaker, Move Through 2 WF: Common Melee Weapons, Thrown Rocks 2 PS 11- 0 Language (basic conversation) (1 Active Points) 2 Knowledge Skill: Lair 11- 2 Survival 11- Skills Cost: 24 Cost Talent 16 Combat Sense 11- 5 Resistance (5 points) Talents Cost: 21 Cost Equipment END 1 Animal Hides: Armor (1 PD/1 ED) (3 Active Points); Independent (-2), OIF (-1/2) 7 Great Club (Human Sized) or Club (Ogre-Sized): Hand-To-Hand Attack +6d6, Reduced Endurance (0 END; +1/2) (45 Active Points); Independent (-2), OAF (Focus - Great Club; -1), STR Minimum 15-17 (-3/4), Hand-To-Hand Attack (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) 11 Great Club (Ogre-Sized): Hand-To-Hand Attack +9d6, Reduced Endurance (0 END; +1/2) (67 Active Points); Independent (-2), OAF (Focus - Great Club; -1), STR Minimum 18 and higher (-1), Hand-To-Hand Attack (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) Equipment costs shown above are for reference only, and are not included in Total Cost. Total Character Cost: 200 Val Disadvantages 15 Distinctive Features - Ogre: (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 20 Enraged When Takes BODY Damage: (Common), go 11-, recover 11- 10 Hunted by Humanoid Haters: 8- (As Pow, Harshly Punish) 5 Physical Limitation - Voracious Gluttony Ogre Hunger - Needs to Eat 3.5 times as much as a normal man: (Infrequently, Slightly Impairing) 15 Psychological Limitation - Ogreish - Bloodlust, Bully, Casual Killer, Greedy, Hatred of Demi-Humans, Lazy, Overconfident, Sadistic, Stubborn: (Common, Strong) 5 Reputation (Killing Machines): , 8- 30 Monster Bonus Disadvantage Points: 100 Base Points: 100 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  18. Non-Terrestrial parts of the Setting Detail (or at least outline) some of the non-terrestrial parts of the setting -- the underwater cultures, aerial, subterranean ones.
  19. Plants, Animals, Poisons Unique plants, animals, and poisons that give the setting extra flavour. Things that aren't necessarily magical can still have cool effects.
  20. Mass Combat Section A Mass Combat section with details on the setting's armies and fortifications would be great since Fantasy Hero has a section on it the example campaign should have one with examples in it too.
  21. Maps Map. One thing that really helps a good fantasy setting stand out is a nice map. I don't know what your scale of production is but if you can afford a folded colour poster-sized map it would really make the setting a LOT more appealing! Have someone work up a good one for you in Campaign Cartographer and you can make an electronic version available for GMs to pay and download from the store and thus make the settin more useful to them by making mapping a whole heck of a lot easier. It's more up-front work, but I think in the long-run a nice map is well worth the effort.
  22. No problem, Ed, I'd be honoured; I'll e-mail you the .HDC file to get you started.
  23. Since the age is named after him, how about a fully detailed character sheet for Kal-Turak (a.k.a. Takofanes) when he is at the absolute height of his power to serve as a perspective benchmark for the biggest baddest wizard of anti-herodom. For comparison purposes it would also be good to have one when he is a 'starting' character so we can see his development from 'humble' beginnings to nigh godhood. Detailed NPC write-ups of the powers that be (be they Necromancer Lords, Gods, or those heroes who oppose them) serve as great examples and make it easy to make lesser versions for their followers and servants who try to emulate them. A wide variety of package deals -- e.g., "Ulronai Warrior-Mages". Martial Arts styles, armor, and weapons distinctive to this fantastic age. Lots of background history and flavour text to make this setting really stand out. Oh, yeah, and fill up all of those side bars with as much juicy Hero goodness as you can!
  24. Armor vs. Damage Resistance Oh yeah, II used "Damage Resistance" instead of Armor because I want to keep the Armor Power for actual armor that they wear on top of their skin and subdermal bone plating. FWIW, basically I actually like the new D&D way of only allowing bonuses of different sorts to "stack" on to each other and only use the highest of the same sort -- i.e., I still want Lizard Men to get benefit from wearing armor but I don't want to let characters stack armor upon armor. I know the SFX nature of HERO but I need to distinguish somehow for "stacking" purposes to give a guideline for play balance. YMMV but that's the reason for the difference.
  25. Lizard Man (Second Draft)Thanks for the feedback guys!I've made some corrections and streamlined the write-up from 125 to 100 points:http://www.hierax.com/hero/fantasy/grey/monster/lizard_man.pdfThe write-up is a conversion of the basic 2+1 AD&D Monster race to be used as a monster. This can also be used as the starting point for a PC Lizard Man that is the equivalent of a 2nd level character but would have less choices open than would a human of the same points but the same could be said about elves, dwarves, etc... In a 75+75 point game this still gives 50 points for customization (a fair bit). Later I'll post a write-up of the 10th level Fighter Phoebus from "Rogues Gallery" who was a human reincarnated as a Lizard Man.I fixed the duplicate Susceptibility; reduced the temperature to 50dF/10dC, removed clinging, added a limited rear arc for the tail strike, changed the Animal Empathy from a skill to Mind Control and Telepathy, removed Inherent (since the rule isn't used consistenty in H5e and just costs way more for very little advantage if used officially).The forked tongue was a mistaken carry over from the description I copied from the hero book and I've removed it as I'll save that for the Yuan-Ti serpent folk.The temperature susceptibility indeed is intended to keep the race in specific climatic/environmental zones, but I did lower the temperature to 50dF/10dC to give them a little bit extra range since they are humanoids. Basically tropical and sub-tropical swamps, coasts, and jungles are where I need them to be for certain campaign plot points and to fit the flavour of the race.The claws pretty much are 'window dressing', at least against armored opponents but they are still something in the swamp where heavy armor (or even medium) isn't near as common. Sweeping for a couple of attacks with the claws makes them feared an unarmed peasant human but not really by serious 'adventurers'.I'm still not 100% sure about the best way to handle the multiple unarmd attacks but the two-weapon fighting + rapid attack + offhand weapon WF + Amibidexterity is one alternative I wanted to try to increased SPD only to attack unarmed (basically they need to get a bite and 2 claws in to the unarmed human's one punch).Any further corrections, suggestions, etc.?Lizard Man (Standard 100-Point Warrior) Val Char Cost 13 STR 3 11 DEX 3 13 CON 6 12 BODY 4 8 INT -2 8 EGO -4 10 PRE 0 6 COM -2 4 PD 1 4 ED 1 2 SPD 0 6 REC 0 26 END 0 32 STUN 6 3" RUN-66" SWIM04 1/2" LEAP0Characteristics Cost: 10Cost Power END 4 Scaly Skin (and subdermal Osteoscutes): Damage Resistance (4 PD/4 ED) 12 Fangs: Killing Attack - Hand-To-Hand 1/2d6 (1d6+1 w/STR), Reduced Endurance (0 END; +1/2) (15 Active Points); Reduced Penetration (-1/4) 6 Claws: Killing Attack - Hand-To-Hand 1 point (0 1/2d6 w/STR), Reduced Endurance (0 END; +1/2) (7 Active Points); Reduced Penetration (-1/4) 1 Tail Bash: Hand-To-Hand Attack +0 1/2d6, Reduced Endurance (0 END; +1/2) (4 Active Points); Limited Arc (Rear 180 degrees) (-1), Hand-To-Hand Attack (-1/2), Only with Extra Limb (-1/2) 4 Tail: Extra Limb (1) (5 Active Points); Limited Manipulation (-1/4) 2 Hold Breath (END per Minute): Life Support (Extended Breathing) 5 Strong Swimmer: Swimming +4" (6" total), Reduced Endurance (1/2 END; +1/4) (5 Active Points) 1 1 Lunge: Leaping +2" (4 1/2" forward, 2" upward) (2 Active Points); Only from Water Only from Water (-1) 1 1 Burst of Speed: Running 3" (6 Active Points); Increased Endurance Cost (x8 END; -3 1/2) 8 1 Life Support (Eating Character only has to eat once per week) 1 Nictitating Membrane: Sight Group Flash Defense 2 Highly Developed Inner Ear: +1 PER with Hearing Group 2 Keen Sense of Smell: +1 PER with Smell/Taste Group 6 Regenerate Lost Limbs: Healing 1 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); Extra Time (Regeneration-Only) 1 Month (-3 1/4), Self Only (-1/2) 3 Crocodile Control (Empathic): Mind Control 3d6 (15 Active Points); Limited Power (Crocodiles Only) (-1 1/2), Concentration (0 DCV; Character is totally unaware of nearby events; -3/4), Extra Time (Full Phase, Character May Take No Other Actions, -3/4), Empathic (-1/2) 1 3 Crocodile Empathy: Telepathy 3d6 (15 Active Points); Limited Power (Crocodiles Only) (-1 1/2), Concentration (0 DCV; Character is totally unaware of nearby events; -3/4), Extra Time (Full Phase, Character May Take No Other Actions, -3/4), Empathic (-1/2) 1 Powers Cost: 54Cost Skill 0 Language (completely fluent) (3 Active Points) 7 Survival (Marine, Tropical, Temperate/Subtropical Coasts) 12- 2 Concealment 12- (5 Active Points); Limited Power Only in Swamp (-1), Self Only (-1/2) 2 Stealth 12- (5 Active Points); Limited Power Only in Swamp (-1) 2 PS 11- 1 WF: Off Hand 5 Two-Weapon Fighting (HTH) (10 Active Points); Limited Power Only Unarmed (-1) 2 Rapid Attack (HTH) (5 Active Points); Limited Power Only Unarmed (-1) 4 WF: Common Melee Weapons, Common Missile Weapons 5 +1 with HTH Combat Skills Cost: 30Cost Talent 2 Environmental Movement (no penalties on) 4 Ambidexterity (no Off Hand penalty) (9 Active Points); Limited Power Only Unarmed (-1) Talents Cost: 6Val Disadvantages 15 Cold-Blooded: (Frequently, Greatly Impairing) 5 Dependence on Water (Need to cover body in water or mositening oils once per day): Drain: 1d6 STR, 1d6 DEX, and 1d6 CON (30 Active Points) (Very Common, 1 Day) 5 Distinctive Features: Lizard Man (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 20 Normal Characteristic Maxima 5 Psychological Limitation: Taboo to Kill Crocodiles (Uncommon, Moderate) 5 Reputation: Craves Human Flesh, 8- 10 Susceptibility to Cool Temperatures (below 50 degrees F or 10 degrees C): , Drain 1d6 (2d6 of END) per Minute (Uncommon) 5 Vulnerability to Cold Attacks: 1 1/2 x STUN (Uncommon) 5 Vulnerability to Heat Attacks: 1 1/2 x STUN (Uncommon) Disadvantage Points: 75Base Points: 25Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 100 Height: 1.99 m Hair: None Weight: 102.00 kg Eyes: Black Appearance: Lizard Men are crocodillian humanoids with fangs, claws, and tails.Personality: Quote:Background: Lizard Men of the Dunwater Hoolmarsh tribe are sentient bipedal crocodilian humanoids.Powers/Tactics: Unarmed claw/claw/bite, or Armed, like to wait for prey and attack by surprise.Campaign Use: Sources/Credits:- xD&D MM(1e).62, U2 Danger at Dunwater, U3 The Final Enemy, I2 Tomb of the Lizard King, I7 Baltron's Beacon; MM(2e).227, CBH.40-42; MM(3e).128, 195, 198. - MMM.64 (Lizard Folk); HSB.193 (Reptile Man), HSB.211 (Swamp Creature), HSB.149-150 (Crocodile). - Surbrook's Stuff - Crocodile (http://www.devermore.net/surbrook/adaptionscreatures/real/crocodile.html). - Killer Shrike's "Iss'toris" (http://www.killershrike.com/FantasyHERO/GreyHEROContent/RacePackageDeals/lizardmanPackages.shtml). - Wily Quixote's "Shor'aniss" (http://www.killershrike.com/FantasyHERO/GreyHEROContent/RacePackageDeals/lizardmanPackages.shtml#Shoraniss). - Titan: Fighting Fantasy World (hardcopy and some parts at http://www.advancedfightingfantasy.com/) - Spiderman's Lizard, Star Trek's Gorn, Babylon 5's Drazi, Buffy's Swim Team. - PBS Nova - Crocs - Anatomy of a Croc (http://www.pbs.org/wgbh/nova/croccaves/anat-nf.html). - San Diego Natural History Museum "After the Dinosaurs: When Crocodiles Ruled the World" (http://www.sdnhm.org/exhibits/crocs/tguide/tgcrocs.html). - Crocodilian Biology Database (http://www.flmnh.ufl.edu/cnhc/cbd-faq.htm) - http://www.crocodilian.com/
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