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WOnDROUs WORLDs OF Fantasy!
Daring swordsmen, wise wizards, noble knights, deadly dragons, and mythic kingdoms — all these, and more, are part of the wondrous worlds of Fantasy. Fantasy Hero discusses and describes the Fantasy genre for gaming, and shows how to create characters, campaigns, spells and magic systems, worlds, and other elements of Fantasy with the HERO System rules. It includes:
H a complete review of the Fantasy genre, from the most mundane Low Fantasy and Urban Fantasy tales to won-drous and bizarre High Fantasy and Epic Fantasy sagas, with guidelines and suggestions for simulating each part of the genre using the HERO System rules
H an extensive section on creating Fantasy characters in the HERO System, including over fi ve dozen Templates for major character races, backgrounds, and professions
H Fantasy-specifi c combat and adventuring rules, includ-ing expanded rules for weapons and mass combat
H a detailed chapter on magic, describing how to create magic systems, spells, and enchanted items, with doz-ens of examples to get you started
H discussions about Fantasy civilizations and cultures, with guidelines for economies and currencies, travel times and methods, government and law, religion, and much more
H a comprehensive chapter on gamemastering Fantasy games
Whatever type of Fantasy game you like to play, and howev-er you like to play it, Fantasy Hero helps you make it even better!
HERO
GAMES
ISBN: 978-1-58366-129-1 DOJHERO1200 $44.99 USwww.herogames.com
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978-1-58366-129-1
Steven S. Long
FantasyHERO
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HERO System™® is DOJ, Inc.’s trademark for its roleplaying system.HERO System Copyright © 1984, 1989, 2002, 2009 by DOJ, Inc. d/b/a Hero Games. All rights
reserved. Champions, Dark Champions, and all associated characters © 1981-2009 Cryptic Studios, Inc. All
rights reserved. “Champions” and “Dark Champions” are trademarks of Cryptic Studios, Inc. “Champions” and “Dark Champions” are used under license from Cryptic Studios, Inc.
Fantasy Hero Copyright © 2003, 2010 by DOJ, Inc. d/b/a Hero Games. All rights reserved.Pulp Hero Copyright © 2005 by DOJ, Inc. d/b/a Hero Games. All rights reserved.Star Hero, Justice Inc., Danger International, and Western Hero Copyright © 2002 by DOJ, Inc.
d/b/a Hero Games. All rights reserved.
No part of this book may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or computerization, or by any information storage and retrieval system, without permission in writing from the Publisher: DOJ, Inc., 226 E. 54th Street, #605, New York, NY 10022-48541.Printed in Canada. First printing July 2010.Produced and distributed by DOJ, Inc. d/b/a Hero Games.Stock Number: DOJHERO1200ISBN Number: 978-1-58366-129-1http://www.herogames.com/
Fantasy HEROauthor
Steven S. Long
Editing and DevelopmentDarren Watts
Layout and Graphic DesignFred Hicks
Cover artTyler Walpole
Interior artBrett Barkley, Christopher Burdett, Storn Cook,
Brendon & Brian Fraim, Melissa Gay, Alexander Gustafson, Hal Hefner, Mark Helwig, Jesse Parrotti, Christian N. St. Pierre, Julien Tainmont-Pierrat, Jason Williford, and Jonathan Wyke
DedicationTo all the gamers with whom I’ve had such amazing Fantasy adventures and explored so many wondrous Fantasy worlds.
a Genre Book for the HERO system
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taBLE OF COntEntsINTRODUCTION ........................................... 5
CHaPtER OnEWaRRIORs, WIZaRDs, anD
WOnDROUs WORLDs: tHE Fantasy GEnRE
WHAT IS FANTASY? ..................................... 8ELEMENTS OF FANTASY ............................ 10FANTASY SUBGENRES............................... 29
CROSSWORLDS FANTASY ........................ 29EPIC FANTASY ......................................... 31HIGH FANTASY ......................................... 35LOW FANTASY ......................................... 37SWORDS AND SORCERY .......................... 39URBAN FANTASY ...................................... 41
FANTASY, METAGENRES, AND OTHER GENRES 44
FANTASY AND META-GENRES ................... 44Comedy ................................................ 44Horror ................................................... 45Mystery ................................................ 47Romance .............................................. 47Tragedy ................................................ 48
FANTASY AND OTHER GENRES ................. 49Champions ........................................... 49Dark Champions .................................... 49Martial Arts ........................................... 51Star Hero .............................................. 51Western Hero ........................................ 51
CHaPtER tWOHEROEs OF tHE REaLM: CHaRaCtER CREatIOn
FANTASY CHARACTER BASICS .................. 52Character Background ........................... 52Character Theme................................... 53Goals And Motivations ........................... 53
FANTASY RACES ....................................... 54RACIAL TEMPLATES ................................. 54CULTURAL TEMPLATES ............................ 67ENVIRONMENT/ANCESTRY TEMPLATES ..... 69
PROFESSIONAL TEMPLATES ..................... 76PRIEST TEMPLATES ................................. 77ROGUE TEMPLATES ................................. 82WARRIOR TEMPLATES .............................. 89WIZARD TEMPLATES .............................. 100MISCELLANEOUS TEMPLATES ................ 104
CHARACTERISTICS .................................. 108Characteristic Maxima ......................... 108Characteristic Ranges .......................... 108
SKILLS .................................................... 112GENERAL RULES .................................... 112
Skill Modifiers ..................................... 113Skill Maxima ....................................... 114Everyman Skills ................................... 114
SKILL DESCRIPTIONS ............................. 114PERQUISITES ........................................... 128TALENTS ................................................. 134
EXISTING TALENTS ................................. 134NEW TALENTS ....................................... 135
POWERS .................................................. 145POWER ADVANTAGES .............................. 158POWER LIMITATIONS ............................... 162COMPLICATIONS ..................................... 168FANTASY EQUIPMENT ............................. 172
CHaPtER tHREEBLaDEs anD BattLEs: Fantasy COMBat anD
aDVEntURInGFANTASY HERO COMBAT ......................... 182
ENTERING COMBAT................................ 182COMBAT MODIFIERS .............................. 183COMBAT MANEUVERS ............................ 184
Standard Combat Maneuvers ............... 184Optional Combat Maneuvers ................ 184New Optional Fantasy Hero Combat Maneu-vers .................................................... 185
FIGHTING TRICKS ................................... 186Being Impressive ................................ 186
DAMAGE ............................................... 188Optional Effects Of Damage ................. 188Relative Positions ................................ 188
WEAPONS ............................................... 189WEAPONS TABLES ..........................190, 195
Explanation Of Hand-To-Hand Weapons Table .................................................. 189Explanation Of Ranged Weapons Table . 194Poisons ............................................... 201
MAKING WEAPONS ................................ 202Advanced Weapon Creation Rules And Guidelines ........................................... 207
USING WEAPONS ................................... 211Choosing The Right Weapon ................ 212Special Maneuvers For Weapons .......... 214Weapon And Shield Breakage .............. 215
ARMOR .................................................... 216TYPES OF ARMOR .................................. 217
Sectional Armor ................................... 219USING ARMOR ....................................... 223
Balancing Armor Use ........................... 224Wearing Multiple Armors...................... 225Armor Breakage .................................. 225
SHIELDS ................................................ 226FANTASY HERO MASS COMBAT .............. 227
BEFORE MASS COMBAT ......................... 227BATTLE SCALE ....................................... 228UNITS .................................................... 230
Creating Units ..................................... 230Unit Size ............................................. 230Unit Characteristics ............................. 230Unit Skills ............................................ 231Unit Powers ........................................ 231Unit Complications ............................... 231
MOVEMENT ........................................... 231UNIT COMBAT ........................................ 232
Entering Combat ................................. 232Fighting .............................................. 232Determining Damage ........................... 233
SPECIAL SITUATIONS ............................. 235Prominent Characters .......................... 235Magic In Mass Combat ........................ 238
SIEGES .................................................. 239
CHaPtER FOURaRCanE CREatIOns: MaGIC
MAGIC SYSTEMS ..................................... 242DEFINITIONAL ISSUES ............................ 242
Where Magic Comes From ................... 243The Commonality Of Magic .................. 246The Power Of Magic ............................ 247Types Of Magic ................................... 251Users Of Magic ................................... 255Learning Magic ................................... 257Methods Of Casting Spells ................... 258Restrictions On Wizards And Spells ...... 258Flavoring Magic ................................... 261
SOCIAL ISSUES ...................................... 262Magic Organizations ............................ 262Perspectives On Magic And Spellcasters 264Magic’s Effect On Society .................... 265
RULES ISSUES ....................................... 266Buying Spells ...................................... 266Using Spells ........................................ 274Balancing Spells .................................. 277
SPELL CREATION AND USE ...................... 279THE SPELL EFFECT ................................ 280CASTING METHOD ................................. 281
Required Skill Rolls .............................. 281Procedures ......................................... 284Other Casting Methods ........................ 286Avoiding Restrictions ........................... 286
CASTING TIME ....................................... 286DURATION ............................................. 287TARGET; AREA AFFECTED ....................... 289RANGE .................................................. 290
EXAMPLE MAGIC SYSTEMS .................... 291THE ARTS ARCANE ................................. 291AZGANDIAN MAGIC ................................ 293CHAOS BLADES ..................................... 298DIVINE MAGIC ........................................ 299ELDRITCH LORE ..................................... 300ELEMENTAL DWEOMERCRAFT ................ 301THE GIFT ............................................... 302LEX MAGISTERIUM ................................. 303NAMING MAGIC AND WORDS OF POWER 304NA’SENRA ............................................. 305RUNE MAGIC ......................................... 306THE SECRET SCIENCES .......................... 307THE SPELLS OF SARILLON ..................... 308TALRIADAN DRUIDRY.............................. 309TORVANIAN MIND-MAGIC ....................... 311VANSARJAK ........................................... 312
ENCHANTED ITEMS ................................. 313BASIC ISSUES ........................................ 313
Acquiring Enchanted Items ................... 315CREATING ENCHANTED ITEMS ................ 317
Who Can Create Enchanted Items? ....... 317Item Creation Requirements ................. 317Other Item Creation Issues ................... 319The Creation Process ........................... 319
USING ENCHANTED ITEMS ..................... 320TYPES OF MAGIC ITEMS ......................... 322
Armor And Shields............................... 322Potions ............................................... 322Rings .................................................. 324Scrolls ................................................ 325Wands And Staffs ................................ 326Weapons ............................................ 327Miscellaneous Items ............................ 329
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CHaPtER FIVEBEyOnD tHE FIELDs WE KnOW: Fantasy WORLDs anD RaCEs
FANTASY WORLDS................................. 332GEOGRAPHY .......................................... 333
Climatological Zones............................ 333Common Terrain Features .................... 334Ecology ............................................... 337Geography, History, And Culture ........... 337
SUNS, MOONS, AND THE CALENDAR ...... 338FANTASY DEMOGRAPHICS...................... 338FANTASY RACES .................................... 342RACIAL ARCHETYPES ............................. 342CREATING PLAYER CHARACTER RACES ... 345
Template Components ......................... 346DIVERSITY ............................................. 347LANGUAGE ............................................ 347FANTASY CIVILIZATIONS ........................ 349HISTORY ................................................ 349CULTURE ............................................... 352
Arts, Architecture, And Entertainment ... 352Family, Women, And Children .............. 354Social Classes ..................................... 356Culture And Character Creation ............ 357
ECONOMICS .......................................... 357Creating An Economy .......................... 357Currency ............................................. 360Income ............................................... 362Outgo ................................................. 363Trade .................................................. 363Rules Considerations ........................... 366
GOVERNMENT AND POLITICS ................. 366The Basics Of Government ................... 366International Governments ................... 368Feudalism ........................................... 370Functions Of Government ..................... 370Crime And Punishment ........................ 372
RELIGION ............................................... 374Creating The Gods ............................... 374Gods And Men .................................... 379Priests, Priesthoods, And Religious Organiza-tions ................................................... 380Religion And Society ............................ 383
TECHNOLOGY ........................................ 383Magic And Technology......................... 385
TRAVEL ................................................. 386
CHaPtER sIXWOnDERs OF tHE IMaGInatIOn: GaMEMastERInG Fantasy HEROCREATING A CAMPAIGN ........................... 390
CHARACTER GUIDELINES ....................... 390CAMPAIGN TONE ................................... 393CAMPAIGN THEME ................................. 395CAMPAIGN TYPES .................................. 397
Subgenre ............................................ 397Campaign Subject ............................... 399
SETTINGS .............................................. 401RUNNING THE GAME ............................... 403
ADVENTURE STRUCTURE ....................... 403Plotting ............................................... 404
DEALING WITH DISCONNECTS ................ 407COMPLICATIONS AND HOW TO USE THEM 410
THE FANTASY ENVIRONMENT ................. 414ENVIRONMENTAL THREATS .................... 414
Corruption ........................................... 414Fear And Awe ..................................... 414Light ................................................... 415Traps .................................................. 417
THE UNDERGROUND ENVIRONMENT ....... 418WALLS AND DOORS ............................... 419
VILLAINS AND NPCs ................................ 421VILLAINS ............................................... 421
Villain Qualities .................................... 421Villain Archetypes ................................ 424
MONSTERS ............................................ 428Creating Monsters ............................... 428Using Monsters ................................... 429
NON-PLAYER CHARACTERS .................... 431NPC Archetypes .................................. 432
CHaPtER sEVEnDRUDaRyOn’s LEGIOn
DRUDARYON .......................................... 437VALERIUS THE HARPER .......................... 439HALFREDA ............................................. 444TARINA .................................................. 446DRAGO .................................................. 448
VILLAINS ................................................. 450TAAL SALIRA ......................................... 450LORD GARETHON................................... 453
MINION GALLERY .................................... 455Bandit ................................................... 455Barbarian Warrior ................................... 456City Guard ............................................. 457Horse Nomad ......................................... 458Knight ................................................... 459Merchant ............................................... 460Nobleman .............................................. 461Pirate .................................................... 462Priest .................................................... 463Soldier ................................................... 464Thief...................................................... 465Wizard ................................................... 466
BIBLIOGRAPHY ........................................ 467FANTASY FICTION .................................. 467NONFICTION BOOKS .............................. 473MOVIES AND TELEVISION ....................... 473ROLEPLAYING GAMES ............................ 473
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Fantasy Hero n Introduction 5
aBBREVIatIOns
Fantasy Hero uses the following abbreviations to refer to other HERO System books:
6E1: The HERO System 6th Edition, Volume I: Character Creation
6E2: The HERO System 6th Edition, Volume II: Combat And Adventuring
APG: The HERO System Advanced Player’s Guide
HSB: The HERO System Bestiary
HSEG: The HERO System Equipment Guide
HSMA: HERO System Martial Arts
HSS: HERO System Skills
UBA: The Ultimate Base
IntRODUCtIOn
Fantasy has long been the most popular genre for gaming — in fact, it’s the genre that led to the creation of roleplaying games in the first place. The release of the
Dungeons & Dragons game in the mid-Seventies introduced millions of people to the concept of roleplaying, slaying monsters, and adventuring using only their imaginations, some paper and pencils, and dice. D&D inspired many other games, including Champions and the HERO System — and thus, eventually, this book (and its predecessors, the first edition released in 1985, the second in 1990, and the third in 2003).
But long before gaming came along, Fantasy was working its magic on the minds of readers. Beginning with the tales and legends of ancient days, and leading up to novels by such modern masters of the genre as Tolkien, Vance, Dunsany, Moorcock, Howard, Leiber, Kurtz, and Kay, stories of wizards, quests, swordplay, dragons, and magic have long enthralled us. In fact, most gamers come to Fantasy gaming through their love of Fantasy literature, rather than the other way around.
Thanks to their interest in Fantasy, gamers have run Fantasy campaigns using the HERO System rules for decades — before there ever was an offi-cial “Fantasy Hero” book, in fact. No two Fantasy settings are identical, and the unmatched adapt-ability, flexibility, and customizability of the HERO System makes it a natural for Fantasy gaming. Rather than forcing you to use a pre-defined list of spells, monsters, or the like, Fantasy Hero lets you decide what magic is like, how characters create and cast spells, what attributes different types of characters have, how strong giants are, and how your Fantasy world functions.
Thus, Fantasy Hero is a genre book, a sort of “guidebook” to the genre of Fantasy that shows you how to use the HERO System rules to create the sort of Fantasy campaigns and characters you want — whether that’s in the style of your favorite Fantasy novels, short stories, and movies, or some idea that’s entirely original to you.
HOW tO UsE tHIs BOOKFantasy Hero is designed both for players expe-
rienced with Fantasy roleplaying and those who are new to this style and genre of play. Nothing in these pages is secret or for the GM’s eyes only, so every reader can read it all the way through and then decide which portions he wants to utilize.
Chapter One, Warriors, Wizards, And Wondrous Worlds: The Fantasy Genre, delves into the nuts and bolts of Fantasy as a genre. First it discusses what “Fantasy” is, and describes many of the classic Fantasy “bits” and elements — things like dragons, necromancy, prophecies, and swords. Then it explores the major sub-genres of Fantasy, such as High Fantasy, Epic Fantasy, Swords And Sorcery, and Urban Fantasy, as well as the interac-tion of Fantasy with meta-genres such as Tragedy, Comedy, and Romance.
Chapter Two, Heroes Of The Realm, reviews the subject of Fantasy Hero character creation in two sections. The first section contains over five dozen Racial, Environment/Ancestry, Culture, and Professional Templates covering not only the “typical” races and professions found in Fantasy gaming — dwarves, elves, gnomes, warriors, wizard, priests, and so on — but many more unusual ones as well (winged folk, lizard-men, shamans, bounty hunters, and the like). The second section reviews the major elements of the HERO System, such as Skills and Powers, and describes how they function in Fantasy games. This section includes several new or expanded Perks and Talents as well.
Chapter Three, Battles And Blades: Combat And Adventuring, discusses the subject of Fantasy Hero combat. It includes optional rules for the use of Combat Modifiers and Maneuvers in Fantasy settings, an expanded weapons list and rules for weapons use, and a mass combat system so you can include battles and sieges in your games.
Chapter Four, Arcane Creations: Magic, is perhaps the most important one in the book. Magic is a core defining element of most Fantasy settings, and how magic works influences many other aspects of the setting. Thus, it’s important for the GM to take the time to define how magic functions in his campaign, and what affect it has on society, history, the economy, and even geog-raphy. First the GM has to create a magic system, a framework and set of rules explaining how magic
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