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  1. Version 1.0.0

    9 downloads

    I set my last Fantasy campaign in a large port city called Thalassene. To help players get a feel for it, I wrote this Player's Guide and included a rudimentary map. As an experiment, I tried for a more "local color" style instead of encyclopedia-article facts that my players never seem to be interested in anyway. It seems to have worked for at least some of my players, so I hope other GMs can find it useful and inspirational. Dean Shomshak
  2. Ok, it's time to get started once again. Let's start discussions here!
  3. Version 1.0.0

    106 downloads

    A set of 11 simple, single-use fantasy potions to be purchased as equipment, including: Agility Berzerker Aquatic Survival Invisibility Chameleon Flight Luck Night Vision Dragon Scales Molotov Cocktail Spider Climb Prices are roughly 2.5 times the Real Cost of the power, with some adjustments. Tweak this to fit your own campaign. I've included the original character file in case you want to modify it yourself.
  4. It's that time again! Time to gear up for more HFFL fantasy football. So, who's in?
  5. Work is ongoing with this project, and I plan on posting some things here to help give a glimpse into what the project is. Essentially, the Field Guide is a book of the other stuff in the world besides monsters and treasures and player characters. It is about the animals, plants, minerals and such that player characters can interact with to their advantage or detriment. This includes poisons, trades such as blacksmithing and leatherworking, herbs of fantastic enchanted quality, and much more. For example, in the world of Jolrhos you will find this: Pepper Moss This dappled green and white hanging moss is uncommon on trees. It dangles like Spanish moss, especially in areas away from water sources. Dust-like material grows on the moss containing spores, and a strong wind or being physically jostled can cause the dust to cascade around the moss. Most creatures are not particularly bothered by Pepper Moss, but humans, ratmen, wolfen, and zhai (not elves or dwarves) react to the dust as if it is very finely concentrated pepper. The moss causes stinging in the eyes and strong repeated sneezing. This acts as a flash attack of d6 worth of d6 (1-6d6) in the target for each plant’s worth of dust. Further, at the beginning of each phase while blinded, before moving, the target must make a Constitution Roll at -1 for each additional segment of blindness they are suffering from (so if a character has 3 segments of blindness, they must make CON roll at -3). Failing this CON roll means they are stunned and must recover as normal that phase, taking no other action. These effects are only on creatures that are affected by the pepper effect. Others only cough slightly in annoyance. All normal animals and most monsters are affected, but nothing such as dragons, demons, or undead is bothered by Pepper Moss. Naturally any creature that does not breathe is unaffected as well. Pepper Moss is found in forests, swamps, and jungles, in temperate to tropical regions.
  6. Hey guys, I hope this is how it's done. I am trying to post in the Player Search topic. I am looking to learn to play Fantasy Hero and Superhero of the Hero System. I live in the North Bay in California (Benicia, Vallejo area) I am experienced in playing RPG's and played Champions in the 80's but I never played Fantasy Hero. D&D was my fantasy game. If you are local and looking for players, send me a note.
  7. Hello, How would one go about creating a spell that will run for a set length of time, then cease? Example: A glamour spell that makes someone look beautiful, or a love potion, or even a shielding spell Thanks!
  8. I'm writing a Fantasy Hero game for a convention, which means that run time is a consideration. I want to use the mechanics that provide the right feel but which don't slow the game down. It is likely that some players will be unfamiliar with the Hero System so everything needs to be as streamlined as possible. In my experience, the Hit Location table provides an excellent mathematical distribution of STUN damage, but the time required is significant. An extra 3d6 roll, refer to a chart, then go back to the damage roll and multiply. It's not hard, but in a four hour con game with 6+ players it will add a noticeable amount of time. On the flip side, the standard 1-3 multiplier is simple but too low - without the possibility for higher STUN results, smaller fantasy weapons are not worth using. (For the old-school out there, d6-1 gets the higher STUN results but way too often). I have some crazy ideas using custom d6, but I'm wondering if other people have any ideas.
  9. Trying to build a healer in fantasy hero 5th... I'm looking for a way to do vampiric style healing; when I heal you, I take damage, but I can damage others and heal myself...
  10. Hive-Mind, I have a group of bad guys who distribute suits of leather armor as a recruitment tool. The pitch is, join us, you get this armor, you get super strong and tough, and immortal. The truth is, there is a demon bound in the armor who influences the wearer. Strength and toughness are conferred, but the wearer's psyche / soul is eventually completely subverted by the demon. Separating the armor from the wearer is typically fatal to the wearer and releases the demon to its home plane. This is easy as pie in a system where you don't really have to define anything (dnd, RoleMaster), but I'm having some trouble, and don't want to fall back to, "I'm the gM, and that's how I say it works" Is this a package deal?
  11. Hi I am looking for a Fantasy hero game online to play, but im open to playing in any hero game, from champions to whatever. Would love to join an existing game, or get in on a new group, would be willing to share Gming duties to help create a long lasting hero System experience with a group of hero fans.!
  12. Greetings Herophiles, I've wanted to do an homage to the Dark Sun world for some time now. I've also been hearing more about Zachariah Sitchen's Annunaki mythos. In short, Sitchen posits that ancient alien gods came to Earth, created modern humans via genetic manipulation as a slave race and then hopped on their wandering planet (Niberu) for a quick jaunt across the galaxy. I took that idea and ran with it. So first draft of back cover blurb: In Ulum's pre-history, the Annuki came down from the skies and mingled their blood with the people of Uhlrum. They created Man to mine the precious ores from the planet and then left, leaving the world fresh for the conquest of self-proclaimed God-Kings . Just a few short generations later, the Sun began to heat up, destroying all but the most hardy vegetation and inexorably driving civilization northward and southward to cooler climates. Then the great serpent, Khuladine was cast from the sky and his coming brought ruin upon what was left of the world. Civilization retreated to a few strongholds, the city-states of the God-Kings. Magic, long an unintended gift of the Annuki, became corrupted. The more a population used it, the more likely that Khuladine would be roused to move against it. Wherever he goes, ruin and tragedy follow. The Ashghuls rise from the dreaded ash seas to serve as his dread army and drag the souls that they slay back to the ever-burning embers. But magic is the key to power. The God-Kings have learned to use the perverted magic in ceremonies that have made them immortal. Most of them have ruled for thousands of years, distant in their towering temples and deaf to the plight of the common folk. Ash Storms blow in periodically, raining fire down upon the city-states, but hope rides behind the ashes. When the ash storms come, rain follows. It is from these waters that civilization continues to toil on. Merchants travel from city-state to city-state, the blood of mercenaries stain the sands, treasure hunters seek the ruins of fallen city-states and remnants of ancient cities, and the wizards huddle in secret places, perfecting their arts away from the fear of the ignorant masses. It is a world where the bold and clever can make a mighty legacy for themselves. As you may guess from the above, I am starting to construct a mini-campaign setting for Fantasy Hero as I've kind of outlined in the 2017 Gaming Projects thread. My first step was to create a map. I always like to have a map handy. It allows me to visualize the world as I go through the creation process. A map that fits the theme of the world is just invaluable. This map was actually a treat to make. After some initial disappointments, I was finally able to get Wilbur (a terrain generation program) to give me something interesting to work with. Once that happened the rest just started falling into place. The texture on the map, concepts for the world, and even the coins used to represent each city-state. I want to share the creation process as I develop things and this map is the first concrete thing I've done in the process. It will be good for viewing on a computer monitor, but will not print well. When I get everything completed, I will have a fully printable product. As always, I welcome constructive comments. I have a pretty good idea of the high concept and some of the (super)natural mechanisms of the world but that doesn't mean that I would not like to see your opinions. Thanks, James
  13. So I'm probably going to run another fantasy campaign in the near future. Frankly I find all the hand-waving that does things like giving characters the ability to use magic by buying a Skill or three, plus reducing the cost of spells like some kind of equipment thing, really arbitrary and terrible. You might as well not use the Hero System at all at that point. So rather than giving those who are able to use magic some kind of big, arbitrary Character Point subsidies, I'm thinking of doing the opposite: make characters buy the ability to use weapons, armor, and shields. This means I am also fundamentally changing how weapons work. Honestly I think it's more in line with the philosophy of the system. Rather than somehow embodying the actual Attack Powers, weapons simply become a necessary focus (and special effects) for using them (and limit the amount of your Attack Power you can use), although there's a little tweaking in that they can add some e.g. Advantages and instead of buying the base Attack Power with some kind of Variable Advantage, I essentially just apply the weapon Advantage to the Attack Power in reverse (e.g. change the number of points per DC). So I guess you could say some weapons include Naked Advantages of a sort. This could also apply to non-fantasy genres; it's just not what I'm really focused on at the moment. To make this somewhat simpler for my players (who are not very familiar with Hero and don't want to "do a lot of math" and all that) I am also introducing Damage Points, which are basically the Base Points you would spend on the Attack Power or on Str (5 Damage Points per DC for an unadvantaged attack). It just makes it easier (IMO) to say 5 DPs normally equate to 1 DC, but more can be required based on the type of weapon. Anyway, the attachments (rules document and tables) are what all of this looks like so far. Feedback welcome. You all have permission to use, modify, and redistribute the contents according to CC BY-NC-SA 2.0 * Rules: fantasyRulesForSemiHeroicCombatAbilityPurchase_v1.0_1.pdf * Tables: fantasyRulesForSemiHeroicCombatAbilityPurchase_v1.0_2.pdf
  14. OK I want to start doing a series of Hero builds of classic weapons through history, specifically swords at first at least. Keep in mind that some of these have a tremendous amount of variation in source material through the ages, sometimes contradictory. I'm going to dig through the info and try to present a functional version of each weapon based on what I prefer from the various versions. For example, the first one -- Excalibur -- is pretty recent, but legends go back to the late Roman period and the name isn't settled until just a few hundred years ago. Modern re-tellings of the story have quite a bit of variation as well with Bernard Cornwell stripping the magic out entirely, for example. This is a pretty long topic, and if people want to throw their ideas out there, feel free. There are some weapons i'll be building even if someone else does; just consider them alternates not my insistence that your version is wrong, somehow.
  15. (Note: I'm not talking about using the Power: Healing as a weapon/attack, but rather using the sfx: healing). As I'm worldbuilding, I'm struck by images/scenes that serve to inspire the next bit that I want to flesh out. One example that I'm mulling over has to deal with "wild mages" in my setting - people who can tap directly into the elemental flows of magic itself, with each flow having a different direction/inclination. In this case, I'm thinking of how someone could use Life-magic as a deadly blast. Life magic is naturally inclined to be useful to healing- proper wizards use Life magic in conjunction with other flows to craft powerful healing spells, but even by itself a wild mage using Life magic should be able to help the body fight off disease/fever, close wounds, etc. It functions by giving energy to the body to engage in its natural processes; it promotes the immune system, the growth of cells, etc. Of course if a bone isn't set properly before you pour Life magic into a person, they'll probably heal in a way that could have been avoided if you'd set the bone and let them heal naturally. Alternatively, if the Life mage is careless (or ill intentioned), he or she could easily end up fueling the growth of a virus/bacteria in the body instead of the immune system, with lethal results. A wound could turn necrotic in seconds instead of hours or days, or a disease could ravage the body and kill a person right in front of your eyes. The above, I feel, I can model fairly easily, especially with a VPP and perhaps a negative Side Effect should a skill roll be failed (of course you have to be careful with Side Effects negatively impacting others, but I would be the GM and I don't see it as any different from "The fireball explodes in your hands, and everyone in the blast radius takes damage." Presumably, if you're trying to heal someone and instead kill them/maim them, that's a Side Effect you really didn't want to happen so it's still Limiting.). However, I'm trying to model a Killing Attack using this SFX. Specifically, I'm visualizing a wave of troops coming over battlements, the tide turning against the defenders, and the Life mage sends a wave of magic across the invading troops... who begin to scream and collapse as their bodies suddenly fill with tumors (whose growth is a natural if slow and uncertain process in the human body) that clog their lungs, weaken their muscles, blind them, or even burst their heads and internal organs. The attacking force breaks and the defending force frankly doesn't fare much better because it is horrifying to even describe this in a fictional context, let alone see it happen to people right in front of you (even if they were trying to kill you). At first I was thinking a Severe Transform but, upon review, Transform cannot be used to deprive a target of life. So, perhaps I should just build it as a massive RKA that is almost certain to kill any targets, perhaps with some sort of Advantage that limits how the "wounds" can be healed back? If this were a wave of fire or lighting, it would be easy. It is complicated because of how the residual effects linger for any survivors. How would you approach it? Also, as an aside, do you think that a Severe Transform: Give Target Terminal Lung Cancer is legit, in that it doesn't directly deprive a target of life but it will certainly lead to death in a span of a few weeks to months?
  16. I Used to Be an Adventurer Like You Val Char Cost Roll Notes 18 STR 0 13- Lift 303.1kg; 3 ½d6 10 DEX 0 11- OCV: 5/DCV: 5 13 CON 3 12- 10 INT 0 11- PER Roll 11-/16- 10 EGO 0 11- ECV: 3 - 3 15 PRE 0 12- PRE Attack: 3d6 5 OCV 10 5 DCV 10 3 OMCV 0 3 DMCV 0 3 SPD 10 Phases: 4, 8, 12 8 PD 3 Total: 8 PD (3 rPD) 8 ED 3 Total: 8 ED (3 rED) 4 REC 0 20 END 0 10 BODY 0 20 STUN 0 Total Characteristic Cost: 29 Movement: Running: 5m/8m/10m/16m Leaping: 0m/4m/0m/8m Swimming: 2m/4m Skills 0 I used to be an adventurer like you 2 1) WF: Common Melee Weapons 3 2) Riding 11- 8 3) +1 with HTH Combat 2 Only burglars and vampires creep around after dark. So which are you?: Interrogation 10- 2 Try to hide it all you want. I know you're in the Thieve's Guild... and so do the other guards.: Streetwise 10- 3 Let me guess....someone stole your sweetroll: Deduction 11- 2 Hands to yourself, sneak thief: +2 with Deduction (4 Active Points); Limited Power Only to surmise things abou a person based on their equipment, appearance, and behavior (-1) 0 I have a lot of respect for the Restoration School. Skyrim could use more healers: First Aid (Paramedics) 8- 1 Everything's in order: Bureaucratics 8- 1 Vampire! Burn it!: Tactics 8- 2 Favor the bow eh? I'm a sword man myself.: +1 with any sword 2 Don't think you can barter with me like I'm one of those damn shopkeepers: Trading 10- 2 I'd be a lot warmer and a lot happier with a bellyfull of mead: Conversation 10- 2 I need to ask you to stop. That...shouting...is making peopel nervous: Persuasion 10- 3 Then pay with your blood: Fast Draw: Swords 11- 3 Jack of All Trades 1 1) I mostly deal with petty thievery and drunken brawls: PS: Guardsman (2 Active Points) 11- 1 2) I used to be an adventurer like you: PS: Adventurer (2 Active Points) 11- 1 3) Need a blade?,,,,,Need supplies?.....Thinking of settling in?There's a home for sale...: PS: Tout/Pitchman/Referall Agent (2 Active Points) 11- 3 Scholar 1 1) (Too many qutoes to pick one): KS: Local news and rumors (2 Active Points) 11- 1 2) Aye, now that's some fine armor: KS: Armor (2 Active Points) 11- 1 3) Go cast your fancy magic somewhere else: KS: Magic (2 Active Points) 11- 1 4) Good choice for slashing or stabbing: KS: Weapons (2 Active Points) 11- 1 5) Why that's Aegisbane, heirloom of Clan Shatter-Shield!: KS: Legendary Items (2 Active Points) 11- 1 6) Your shield....Dwarf make is it not?: KS: Shields (2 Active Points) 11- Talents 6 Fear not. Come dragon or giant we'll be ready: Combat Luck (3 PD/3 ED) 1 Wait - I know you: Eidetic Memory (5 Active Points); Requires A Roll (8- roll; Jammed; -1 ¾), Limited Power Only to recognize people (-1) Cost Powers END 2 Then I took an arrow to the knee: (Total: 6 Active Cost, 2 Real Cost) Running +3m (5m/8m total) (3 Active Points); Requires A Roll (14- roll; Jammed, Must be made each Phase/use; -¾), Side Effects (Fall down, stunned for a phase; -½) (Real Cost: 1) plus Leaping +4m (0m/4m forward, 0m/2m upward), Reduced Endurance (0 END; +½) (3 Active Points); Requires A Roll (14- roll; Jammed, Must be made each Phase/use; -¾), Side Effects (Fall down, stunned for a phase; -½) (Real Cost: 1) 1 1 Gotta keep my eyes open. Damn dragons could swoop down at any time.: +1 PER with Sight Group (2 Active Points); Limited Power Only to spot dragons (-1 ½) 0 3 Watch the skies, traveler: +1 versus Range Modifier for Sight Group 0 1 You hear that? I swear there's something out there. In the dark. : +1 PER with Hearing Group (2 Active Points); Concentration, Must Concentrate throughout use of Constant Power (½ DCV; -½), Conditional Power Power Only Works at night (-¼) 0 9 Whoa, whoa, whoa, watch the magic!: Detect A Large Class Of Things: Magic and Enchanted Items 11-/16- (Sight Group) 0 1 Who did you have to kill to get that blade?: +3 PER with Detect A Large Class Of Things: Magic and Enchanted Items (3 Active Points); Limited Power Only for magical items (-1) 0 1 Uch. Been tending your hounds? You smell like a wet dog.: Detect Lycanthropy 11-/16- (Smell/Taste Group) (3 Active Points); No Conscious Control (-2) 0 Notes: "No Conscious Control" because the character doesn' t know what the odor is. 1 Don't like those eyes you've got. They've got a bad hunger to them: Detect Vampirism 11-/16- (Sight Group) (2 Active Points); No Conscious Control (-2) 0 Notes: "No Conscious Control" because the character doesn' t know what the hunger is. 5 So you can cast a few spells. Am I supposed to be impressed?: +5 PRE 12 Takes a fair bit of strength to carry a greatsword like that. But can you use it?: +8 STR, Costs Endurance Only To Activate (+¼) (12 Active Points) (Modifiers affect Base Characteristic) 1 16 To arms! To arms!: Summon 2 175-point Guards, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +¼), Loyal (+½) (70 Active Points); 3 Charges (-1 ¼), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -¾), Arrives Under Own Power (-½), Summoned Being Must Inhabit Locale (-½), Costs Half Endurance (-¼) 3 2 Could sure use a warm bed right about now.....: Regeneration (1 BODY per 6 Hours) (6 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; Character is totally unaware of nearby events; -1 ½), 1 Continuing Charge lasting 6 Hours which Recovers every 1 Week (-½) [1 cc] 22 Got to thinking.....maybe I'm the Dragonborn and I just don't know it yet?: UNSPENT POINTS for customization (22 Active Points) You come up to me, fists raised? You looking for a beating? Maneuver OCV DCV Notes 5 Ain't no matter to me what I kill. Let them come. +1 +3 Weapon Strike 4 Guard might get nervous, a man approaches with his weapon drawn -- +5 Dodge, Affects All Attacks, Abort 4 Guard might get nervous, a woman approaches with her weapon drawn +2 +2 Block, Abort 0 Weapon Element: Default Element: Swords Total Powers & Skill Cost: 146 Total Cost: 175 175+ Matching Complications 125 Base Points 10 Rivalry: Professional (My cousin is out fighting dragons and what do I get? Guard duty.; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 10 Psychological Complication: I fear the night. Because the vampires and werewolves don't. (Common; Moderate) 10 Social Complication (dangerous secret - on the take): I can make all your problems with the guards go away. But it'll cost you. Infrequently, Major 10 It's bad luck to talk about that plac.e. Unluck: 2d6 10 Social Complication: Subject to orders, rules, regulations, etc. Frequently, Minor Total Complications Points: 175 Background/History: "I used to be an adventurer like you. But then I took an arrow to the knee." Personality/Motivation: "Just a few more hours and I can crawl under some furs." "Done. Now move along, before you get me in trouble." Quote: " Dragons breathing fire in the sky. Vampires brazenly attacking people on the street. It's the end of the world I tell you. " Powers/Tactics: "I mostly deal with petty thievery and drunken brawls. Been too long since we've had a good bandit raid." "Brigands I can handle, but this talk of dragons? World's gone mad I say." Campaign Use: "My cousin's out fighting dragons and what do I get? Guard duty." "This town's under my protection. You watch yourself now." Lucius Alexander The palindromedary says Lucius Alexander doesn't even PLAY Skyrim!
  17. Hi everyone. Hope I put this in the right spot. Long time fan of HERO since early college and been here for a few years I believe, but usually lerked. Played quite a few HERO games as a GM. Anyways, I'm still using 5th Ed revised and im considering running a science Fantasy style campaign similar to sources like the Anime Outlawstar, Bucky O'Hare, or Archies Sonic the Hedgehog comic. Between technology and magic, the feel is somewhere between 50/50 and 60/40 ish is what I'm going for. Level is Heroic and will incorporate some kind of lvl up system. So I really need some help on this and apologies if these have been asked before. A few questions I have for this: 1. What HERO source books do you recommend/I should use? 2. Should I invest in 6th edition compared to HERO 5th Ed revised? I also have ultimate vehicle and ultimate skill for the 5th Ed I believe it is. 3. Last time I ran a game with multiple races, I ended up eye balling the differences between races. I want to do it again, but im considering using racial packages more closely this time around. Any thoughts on using racial packages? 4. Any advise on the specifics in running a science Fantasy using the HERO System is much appreciated! Like any issues in running the genre with the system for example. Thank you all kindly!
  18. I'm going to start posting a few monsters from my upcoming Bestiary book here, it says "monster of the day" but that's just a play on the soup of the day, not a promise of daily updates. The first is the Arachne, a nasty creature that lurks in urban areas. Arache Val Char Cost 18 STR 8 17 DEX 14 18 CON 8 10 BODY 0 14 INT 4 18 EGO 8 15 PRE 5 16 PD 9 vs Non-Magical Attacks: 51PD; 18rPD 21 ED 13 vs Non-Magical Attacks: 31ED; 16rED 4 SPD 20 8 REC 4 35 END 3 20 STN 0 20m RUN 0 4m SWIM 0 24m LEAP 5 Characteristics Cost: 149 Cost Power 8 Magical: +12 PD (12 Active Points); Limited Power Only vs non-magical attacks (-1/2) 7 Magical: +10 ED (10 Active Points); Limited Power Only vs non-magical attacks (-1/2) 24 Magical: Resistant Protection (14 PD/10 ED) (36 Active Points); Limited Power Only vs non-magical attacks (-1/2) 15 Tough: Resistant Protection (4 PD/6 ED) 10 Telepathy: Telepathy 4d6 (Insects class of minds) (20 Active Points); Limited Power Only with spiders (-1) 22 Human Form: Shape Shift (Sight, Smell/Taste and Touch Groups), Reduced Endurance (0 END; +1/2) (22 Active Points) 4 Spring: Leaping +11m (24m forward, 12m upward) (6 Active Points); Conditional Power Only when not shapeshifted (-1/2) 7 Spider Legs: Clinging (normal STR) (10 Active Points); Conditional Power Only when not shapeshifted (-1/2) 5 Running +8m (20m total) (8 Active Points); Conditional Power Only when not shapeshifted (-1/2) 5 Bite: Killing Attack - Hand-To-Hand 1 point (1d6+1 w/STR) 28 Venom: Multipower, 50-point reserve, (50 Active Points); all slots 8 Charges (-1/2), Limited Power Only if bite or weapon does body damage (-1/4) 2f 1) Lethal Venom: Drain BODY 1d6, Damage Over Time, Target's defenses only apply once, Lock out (cannot be applied multiple times) (4 damage increments, damage occurs every six Segments, can be negated by any healing; +2 1/2) (35 Active Points); Limited Power Blocked by life support vs poison (-1/2), No Range (-1/2) 2f 2) Paralytic Venom: Entangle 2d6, 2 PD/2 ED, Alternate Combat Value (uses OMCV against DCV; +0), Takes No Damage From Attacks All Attacks, STR only to break out (+1) (40 Active Points); No Range (-1/2), Limited Power vs Constitution, not Ego (-1/2) Powers Cost: 139 Cost Skill 11 Power 16- 5 Language: Morianic (idiomatic; literate) 2 Language: Arcanum (fluent conversation) 3 Charm 12- 3 Conversation 12- 3 High Society 12- 3 Interrogation 12- 3 Lockpicking 12- 3 PS 12- 3 Persuasion 12- 6 OCV +2 with presence-based skills and rolls 2 WF: Blades, Crossbows Skills Cost: 47 Cost Perk 34 Journeyman Illusion, Apprentice Mysticism, Apprentice Castle, Journeyman one other magic 5 Contact Local power or authority (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources) 11- 2 Favor (local authority or ruler) Perks Cost: 41 Cost Talent 10 Animal Friendship (20 Active Points); Limited Power Only with spiders (-1) Talents Cost: 10 Total Character Cost: 386 Pts. Complication 15 Psychological Complication: Manipulative, seductive, and cruel (Common; Strong) 10 Distinctive Features: Spider Legs (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) Complication Points: 25 Ecology: Arachne are horrible creatures that dwell among humans and hunt them. They are rarely found anywhere but in civilization, preferably in larger towns and cities so they can blend in easier. The origin of Arachne is unknown, but most speculate dark, horrible magics long ago, or demonic influence. The home of an Arachne will always have at least one room or hidden chamber where their true nature is undisguised. Personality/Motivation: Arachne are hateful, spiteful, and cruel. They love to cause pain and betrayal, and especially savor killing a handsome strong man. The long process of toying with, seducing, and destroying men seems to be their fondest ambition; the more complex and complete the testruction, the better. Powers/Tactics: Arachne are accomplished court butterflies, skilled in intrigue, deception, seduction, and lies. They have some magical ability, always focussed on making their attempts more effective, but will sometimes learn some elemental magic for defense or combat or necromancy for greater power. In addition to these skills, the Arachne can shape shift into a human form, concealing her spidery legs in shapely woman’s legs and hips. While in this form, she loses some of her powers, such as the ability to climb walls and run as swiftly, but she retains her poisonous bite and great resistance to non magical attacks. An Arachne will tend to retain her human form unless she must escape or is comfortable and certain she is alone. Arachne prefer to avoid combat, and will use their wiles and magic to disarm a situation, playing men off each other and using political contacts and allies to protect herself. Campaign Use: Arachne are primarily useful as a foe for some powerful ruler, a man blinded by the seductive wiles of the Arachne and her beauty, while others might see something isn’t quite right. An Arachne might target a PC in a more politically themed campaign. Appearance: Arachne look like beautiful, exotic human women from the waist up, and until forced into or hunting in their real form, from the waist down as well. However, the true form of an Arachne has four spider legs from the waist down, hideous furry, clawed spider legs. Arachne also have somewhat larger canine teeth, but not extraordinarily so.
  19. hello world, I am an experienced player but never got to the point were I could write up my own powers, old GM usually did that part for me. My wife and some friends have shown interest in playing but we want to do a fantasy campaign. I'm looking for some help writing up characters. right now just a shapeshifter with a horse, panther, wolf, and falcon forms; and a permanent were-tiger. we are playing 5th edition.
  20. Kestrel Arts is especially proud to present the Jolrhos Bestiary, a tome packed with monsters and more. Available for pdf download on the Hero catalog! I've been posting samples from the Bestiary in the "Monster of the Day" post on here, but that's just a part of what you can find in the book. I put a lot of effort into trying to create a product with more to offer than just more targets for PCs to hit. For example, I've listed the "body loot" from various creatures - things you can loot, skin, pluck, and otherwise harvest from the creatures such as leather, scales, feathers, alchemical components, and so on. The time it takes to collect this, what it sells for, how much it weighs, what skill is required, and so on are all there. This attercop: Can be skinned for its chitin, which can be made into armor. But be aware, it weighs quite a bit and takes up a lot of space! Further, the book has information on training pets and mounts. You can teach your pet special talents and skills, and what's more there's an optional list of suggested positive and negative traits that a creature can be assigned by the GM. Maybe your mount is especially bold, but he tends to chew on things nearby. Maybe your pet Griffcat is particularly loyal, but has an allergy that you have to work around for feeding it. The Jolrhos Bestiary is useful for your campaign whatever game you play, but especially Fantasy Hero. Packed with over 250 new and unique monsters, and loaded with tables and indices to make finding creatures especially easy, you will find this a valuable addition to your gaming library!
  21. What kind of fantasy adventures do you like to play or run? If you had control over what was produced for Fantasy Hero what would you like to see published?
  22. A Firewizard wants to enchant swords with flames so they do more damage. He wants to "fire and forget" his enchantment and have it end after a duration. This includes: - making the power 0 END - having the effect be disconnected from the caster in any way - allowing multiple casts and multiple effects at the same time Ideas i gathered from multiple sources so far: - simulate the ammount of targets with an area of effect. - simulate the ammount of targets with adders to doulbe the targets - useable as attack on the sword. - useable on others and uncontrolled. - transform sword into sword with power (Nd6 vs burning-power-independent) Why i still struggle: - The amount of parallel existing fires depends on the speed of the caster - If the power is constant/persistant the caster can only maintain one instance at a time. How should this power be built?
  23. Hello! Having been engaged by loads of good folk with the question, "Why play Hero 6e?", I have decided to give running a game a go. It seemed most logical to try and build elements for the existing Fantasy-genre game that my group is already playing, albeit with our own OSR-derived system. I've moved the posting here because it seemed better to separate the "help the newbie build stuff" thread from the previous topic. If you want to join in, I'd be grateful because... well, it's all new and I get the feeling that I need a lot of advice. --- My First Drax (Dwarf) Continuing the saga of Aelfrik, my first stab at a Dwarf hero, I've modified the character as advised. To help folk visualise what I am after, here are bits from the background my gaming group has constructed so far: For a more full understanding of what I'm trying to convert, I've also pulled an extract from our setting guide for the existing d100-based game. If you focus on the Race and Role Traits / Advancements, you can get a feel for what I'm trying to emulate. It's very classical fantasy in feel... Mountain Dwarf Barbarian (UbiRPG extract).pdf So far... I've lowered the DCV (and OMCV) and equipped him with Battleaxe, Bronze Panoply, and Bronze Shield. I've altered his Complications to emulate the Dwarfish lust for Shiny Things. I've also removed the inappropriate "Small" template. That leaves quite a few points to play with. What I'd like to look at is how to emulate the Mountain Dwarf racial traits "Hard as Granite", and "Defensive Expertise (Giants & Ogres)". I'd also like to emulate the Mountain Barbarian's "Intimidate" trait. Advice welcome. Here's the updated sheet... with many points still to spend: Aelfrik.pdf In the meantime, I'm going to work on an Uruk Warrior...
  24. Version Work in Progress

    197 downloads

    My custom Fantasy Hero weapons list. It's a work in progress, and relies on a few house rules and/or custom definitions, not all of them obvious, but the math is in the hidden columns. Private message any questions, and post reviews.
  25. Bizaare duplicate of post... sorry.
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