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Found 18 results

  1. Version 1.0.0

    16 downloads

    Export your equipment in a simple MediaWiki table format.
  2. MediaWiki Equipment Table View File Export your equipment in a simple MediaWiki table format. Submitter lendrick Submitted 11/13/2020 Category Export Formats Output Format TXT (Plain text) Rules Version HERO System 6th Edition  
  3. Was there ever a character pack made for the Equipment Guide of the 5th Edition? If not, did anyone ever make their own version?
  4. I've run some forum searches but can't find an answer on this. I'm editing an export template for a Heroic campaign to include equipment weights. I've been able to add a column for the weight of each item of equipment, and add total rows for total carried weight and total of all equipment weight. But the one thing I can't figure out is how to include an indicator for each item of equipment showing whether it is carried or not. It seems like there would be some kind of export tag associated with the "carried" check-box for equipment, but I can't find it in the documentation (and have not had an luck with taking some reasonable guesses based on other equipment related tags). Anyone know the tag(s) for carried equipment? Or if no tag, any other ideas on how I could separate/sort the carried and non-carried items? (Other than manually organizing them into separate lists in the HD program's equipment tab, which is my current but sub-optimal solution.) Thanks!
  5. Norfressa For Wizards View File 4 page Template for Fantasy Hero 5th edition. Based on the default template. Designed for two-sided printing. Prints the real costs for items in a VPP, so that spell casters can immediately see what real points each slot is using. Includes point totals for each section in the header and Total Equipment costs in SP Includes a PSL section in the combat summary Pg1 Characteristics/combat tables Pg2 Skills/Powers Pg3 Martial Arts/Perks/Talents Pg4 Disads/Equipment NOTE: use the first 2 lines of skills for PSL or leave them blank! The template will print the first two skills as PSL's Submitter dlapine Submitted 06/04/2018 Category Export Formats Output Format HTML (Browser) Rules Version HERO System 5th Edition
  6. Version 5.0.1

    33 downloads

    4 page Template for Fantasy Hero 5th edition. Based on the default template. Designed for two-sided printing. Prints the real costs for items in a VPP, so that spell casters can immediately see what real points each slot is using. Includes point totals for each section in the header and Total Equipment costs in SP Includes a PSL section in the combat summary Pg1 Characteristics/combat tables Pg2 Skills/Powers Pg3 Martial Arts/Perks/Talents Pg4 Disads/Equipment NOTE: use the first 2 lines of skills for PSL or leave them blank! The template will print the first two skills as PSL's
  7. So I am reading through The Widening Gyre. On page 79 it says, "All of the firearms for the Nineteenth Centry, as described in the Hero System Equipment Guide, are available in the world of The Widening Gyre." That refers to the 6E version, which I don't own. I do own the 5E version, but it doesn't have 19th century firearms listed. Two questions: 1) How different are the 5E and 6E versions? (Is it worth buying the 6E pdf?) 2) Are those firearm write-ups (or similar ones) available somewhere else in the Hero System library, in an earlier edition perhaps? -SCUBA Hero
  8. Version 1.0

    128 downloads

    This is a fairly complex write up for all of the capabilities and functions of the modern Smart Phone. Strictly speaking, the construct is not legal by the rules as written because it places special powers in a power framework. Ask your GM for permission before purchasing this equipment for your character.
  9. Version 1

    79 downloads

    A short XL document with multiple tabs covering the races from the base book, guidelines for the cost of enchanted items based on AP, and a few magical items to boot.
  10. So, way back in the day (1992, to be exact), there was a computer game called Darklands, and it was the first (and, IMO, the best) open-world sandbox computer game ever developed. In Darklands, the player created a party of adventurers who wandered around medieval Germany in the 1400s. There was a meta-plot, but for the most part you journeyed around, getting quests from merchants, saving caravans from bandits, and destroying robber barons preying on the citizenry. It was a blast. Anyway, the character creation options were strict. You basically chose careers, each career giving you some skills but also advancing your character's age -- go too far and aging starts to take its toll on your stats, end too early and your character is woefully incompetent and likely to die. There was no real "magic" in the game, per the standards of ordinary fantasy. Instead, people could call upon saints for aid at certain times (not reliable, but of definite help when the circumstances called for it). And instead of wizards, alchemists would brew potions you could throw to cause an explosion, a cloud of smoke or gas, or improve your stats for a time. I always liked the alchemy system in the game. You weren't limited by "power points" -- instead, you had to pick up alchemical ingredients in the markets, and then spend an evening making what you wanted. Having a good alchemist in your party is a key part of winning the game, since a bad one will ruin components and potentially cause expensive messes at the inns where your party stays. A while back, I adapted the alchemy system for my 5E fantasy game. When 6E came around, I wasn't running fantasy anymore so I left it unconverted. Since I'm putting all of my stuff on the website, I figured I'd polish off the prefab file and post it. The system works in two parts. On the Equipment tab are the actual potions, some of which are really potent. In order to avoid legal issues, I give only a brief one-sentence description of the potion's effect, although it should be obvious what it does from the power block. On the Powers tab are the alchemical formulas. These are what the alchemist character actually buys with points. Once he has a formula in his repertoire, the alchemist must purchase the necessary ingredients (given in the formula description) and then find a nice, quiet place in which to do alchemy; inns will do, although if the roll is failed for a Medium or High Risk potion, it is likely damage will result, always including exposure to the effects of the potion itself. All alchemical operations carry some risk, although Low Risk formulas are unlikely to cause harm to passers-by. The alchemy roll is made at -1 per 5 Active Points, as all potions are tricky to create. The END cost for the formula is in Long Term END. The Extra Time modifier has been applied to each formula, reducing the time increment from 1 Day per 10 Active Points, to 1 Hour per 5 Active Points, essentially making it the same as the penalty to the Alchemy Skill roll -- in the game, alchemists can make one attempt per night. In a game adhering closely to the computer game, the GM should allow the player to try to make more than 1 potion of any given kind per night (but only one Alchemy attempt per night), at a penalty. I'd use the Charges chart on 6E1 368, and for each step down I'd modify the Alchemist's skill roll penalty by -2, so an alchemist attempting to make 6 potions at once would be at -8. This prefab makes use of the "Alternate Enchanted Item Creation Rules" on page 320 of the Fantasy Hero 6E book. The package includes the prefab file, an alchemy document (giving real point costs, Alchemy Skill roll modifications, and Long Term END costs for all of the formulas) and a potions document (giving the effects of each potion, price and weight). The package can be found here.
  11. So, back in the day I did up 5E versions of Warhammer 40K Space Marine power armor, based on an article that examined them in a "historical" context. That article is long vanished from the Internet, and there've been new editions of both WH40K and Hero System since then, to say nothing about a Space Marine RPG (Deathwatch, from Fantasy Flight Games). I dug out the old prefab I did and took a look. Yeesh! I've refined my conversion capabilities since then, I think! I've completely redone the power armor (or "armour," since the game is British and uses the English 1.0 versions of words) and uploaded it to the Vault. I also made a pdf of the suit in a nicer printable format. Let me know what you think. Warhammer 40K Hero - Space Marine Power Armor (Mark VII).pdf
  12. I had some time and went ahead and converted the Warhammer 40K Space Marine Terminator armor to Hero System 6E as well as the regular suit. Again, I made an effort to abide by the fluff text in the Codex and the Deathwatch RPG. The prefab file can be found here, and again there's an armor card. Warhammer 40K Hero - Space Marine Power Armor (Terminator).pdf
  13. Version 2

    228 downloads

    In the grimdark future of the Warhammer 40K universe space marines wear incredibly advanced power armour (the developers are British, so I have retained their proper spelling). The heaviest suits of power armor are the Tactical Dreadnought suits, essentially mounting vehicle weaponry on a man-portable platform. They also bear the Crux Terminatus, a powerful relic and award which wards the wearer from harm. The Deathwatch rulebook contains additional options which have been converted as well. This package contains the prefab, and an armor card.
  14. Version 3

    186 downloads

    In the grimdark future of the Warhammer 40K universe space marines wear incredibly advanced power armour (the developers are British, so I have retained their proper spelling). These are precious, specially-fitted devices that are practically an extension of the marine himself -- the Black Carapace organ, when implanted, provides a neural link with the "machine spirit" of the armour, making it an extension of the wearer. The Deathwatch rulebook contains additional options which have been converted as well. This package contains the prefab, and an armor card.
  15. Version 1

    315 downloads

    The 1992 computer game Darklands had an interesting alchemy system. This prefab replicates that system tor Fantasy Hero, using the Alternate Enchanted Item Creation Rules from page 320 of the Fantasy Hero 6E book. The package contains the prefab file, an alchemy document (giving real point costs, Alchemy Skill roll modifications, and Long Term END costs for all of the formulas) and a potions document (giving the effects of each potion, price and weight). In a game adhering closely to Darklands, only one or two potions should be for sale in any given city.
  16. Version 2

    666 downloads

    The ultimate expression of personal defense in the Third Imperium setting of the Traveller Hero game is battle dress -- powered armor suits. This file describes several suits at different Tech Levels, and for varying functions, from the rudimentary (but still more advanced than the modern day) TL10 Battlesuit to the TL15 Imperial Marine Assault Battle Dress. In addition, there are a suite of options for all of the suits. I also included individual suit cards so that you can track the power left for each suit. The suit cards are 5.5" x 8.5" to print two-to-a-page on US letter paper.
  17. Version 1

    84 downloads

    Talislanta is a fantasy setting by Stephen Michael Sechi, which eschews vanilla generic fantasy tropes in favor of the exotic. This prefab contains some weapons specific to the setting, such as the Thrall garde and Kasmiran blade-staff.
  18. Version 1.0

    120 downloads

    Creates a txt file of a Characters Equipment. Simple and to the point. Includes Weight and full equipment writeup (Advantages and Limitations) Tasha
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