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FANTASY HERO
Fantasy Roleplaying Using The HERO System
Author: Steven S. Long
Editing and Development: Darren Watts,
Allen Thomas
Layout and Graphic Design: Andy Mathews
Cover Art: Storn Cook
Interior Art: Nate Barnes, Storn Cook, Bob
Cram, Jr., Andrew Cremeans, Keith Curtis,
Jonathan Davenport, John Grigni, Daniel
Kiessler, Eric Lofgren, Cara Mitten, Nick
Ingeneri, Erik Roman, Scott Ruggels, Klaus
Scherwinski, Greg Smith, Chris Stevens
A WORD OR TWO
OF APPRECIATION
Dedication: I’d like to dedicate this book, the
product of hundreds of hours not just of writing
and research but game play, to the fellow members
of my long-standing Monday night FantasyHero
gaming group: Wendell McCollom, our unflagging
GM; his wife Jen; John and Lisa Grigni; Harry and
Jenna Piper; Ed and Amanda Collins; and Brent
Harrison. “More Experience Points!”
Special Thanks: First, special thanks to the members
of the “FantasyHero Advisory Board,” who
took a preliminary look at parts of this book and
offered some suggestions about them. Second, we’d
also like to thank the Digital Hero playtesters and
testreaders who reviewed the FantasyHero manuscript
— a herculean task, given the book’s size!
Their help spotting typos, inconsistencies, dropped
words, and the like is, as always, deeply appreciated.
Last but not least, our thanks go out to the numerous
fans who have posted or commented on our
FantasyHero message boards to offer their ideas
for Fantasy games, the contents of this book, and
related matters.
Sample file
Hero System TM ® is DOJ, Inc.’s trademark for its roleplaying system.
Hero System © 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
Champions © 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
FantasyHero © 2003 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
Star Hero, Justice Inc., Danger International, Dark Champions, FantasyHero, Pulp
Hero, Western Hero © 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., 1 Haight Street, Suite A, San Francisco, California 94102.
Printed in the U.S.A. First printing July 2003
Produced and distributed by DOJ, Inc. d/b/a Hero Games.
Stock Number: DOJHERO500 • ISBN Number: 1-58366-016-X
http://www.herogames.com
INTRODUCTION ......................................5
CHAPTER ONE:
WHAT IS FANTASY? ................................8
Magic .................................................8
Alternate Worlds .................................8
Low Technology ..................................8
FANTASY SUBGENRES ...........................9
CROSSWORLDS FANTASY ......................9
EPIC FANTASY .....................................10
HIGH FANTASY ....................................13
LOW FANTASY ....................................14
SWORDS AND SORCERY ......................16
URBAN FANTASY .................................17
FANTASY, METAGENRES, AND
OTHER GENRES .................................19
FANTASY AND META-GENRES ..............19
Comedy ............................................19
Horror ..............................................20
Mystery ............................................21
Romance ..........................................22
Tragedy ............................................22
FANTASY AND OTHER GENRES .............22
Champions .......................................22
Dark Champions ...............................23
Ninja Hero ........................................23
Star Hero ..........................................24
Western Hero ....................................24
FANTASY ELEMENTS ............................25
CHAPTER TWO:
FANTASY CHARACTER BASICS .............32
Character Background .......................32
Character Theme ..............................32
Goals And Motivations .......................33
FANTASY RACES ..................................34
RACIAL PACKAGE DEALS .....................34
Other Race Considerations ................44
CULTURAL PACKAGE DEALS ................45
ENVIRONMENT/ANCESTRY
PACKAGE DEALS ..............................47
PROFESSIONAL PACKAGE DEALS .........54
PRIEST PACKAGE DEALS .....................54
ROGUE PACKAGE DEALS .....................60
WARRIOR PACKAGE DEALS .................64
WIZARD PACKAGE DEALS ....................73
MISCELLANEOUS PACKAGE DEALS ......76
CHARACTERISTICS ...............................79
Normal Characteristic Maxima ...........79
Characteristic Ranges .......................79
Primary Characteristics .....................80
Figured Characteristics ......................80
SKILLS .................................................83
GENERAL RULES .................................83
Skill Modifiers ...................................83
FANTASY HERO TABLE OF CONTENTS
Everyman Skills ................................84
SKILL DESCRIPTIONS ..........................84
PERQUISITES ........................................98
TALENTS ............................................102
EXISTING TALENTS ............................102
NEW TALENTS ...................................103
POWERS .............................................109
POWER ADVANTAGES .........................124
POWER LIMITATIONS ..........................130
DISADVANTAGES ................................137
FANTASY EQUIPMENT ........................143
CHAPTER THREE:
FANTASY HERO COMBAT ....................150
ENTERING COMBAT ...........................150
COMBAT MODIFIERS .........................151
COMBAT MANEUVERS .......................154
Standard Combat Maneuvers ...........154
Optional Combat Maneuvers ............155
New Optional FantasyHero
Combat Maneuvers ......................156
OPTIONAL COMBAT RULES ................157
Groundfighting ................................157
Ignoring Opponents .........................157
Interposing .....................................157
Twisting The Blade ..........................158
DAMAGE ...........................................158
Optional Effects Of Damage .............158
Hit Locations ...................................159
Critical Hits .....................................159
Mystery Damage .............................159
Relative Positions ............................160
STUN Damage In FantasyHero .....160
HEALING AND RECOVERING
DAMAGE ........................................162
The Role And Place Of Healing .........162
Optional Healing Rules ....................163
Recovery ........................................163
WEAPONS ..........................................164
WEAPONS TABLES ............................164
Explanation Of Hand-To-Hand
Weapons Table .............................167
Explanation Of Ranged
Weapons Table .............................170
Poisons ..........................................173
MAKING WEAPONS ...........................176
Advanced Weapon Creation
Rules And Guidelines ....................180
USING WEAPONS ..............................184
Choosing The Right Weapon ............184
Special Maneuvers For Weapons ......188
Weapon And Shield Breakage ..........189
ARMOR ...............................................190
TYPES OF ARMOR .............................190
Sample file
Explanation Of Armor Table ..............191
Sectional Armor ..............................192
USING ARMOR ..................................195
Balancing Armor Use .......................196
Wearing Multiple Armors .................198
Armor Breakage ..............................198
SHIELDS ...........................................198
FANTASY HERO MASS COMBAT .........200
BEFORE MASS COMBAT ....................200
BATTLE SCALE ..................................201
UNITS ...............................................202
Creating Units .................................202
Unit Size .........................................202
Unit Characteristics .........................203
Unit Skills .......................................204
Unit Powers ....................................204
Unit Disadvantages .........................204
MOVEMENT ......................................204
UNIT COMBAT ...................................205
Entering Combat .............................205
Fighting ..........................................205
Determining Damage ......................205
SPECIAL SITUATIONS .........................207
Prominent Characters .....................207
Magic In Mass Combat ....................210
SIEGES .............................................211
Fortifications ...................................211
Assaulting A Fortification .................211
Siege Engines .................................213
Using Siege Engines .......................216
Magic In Sieges ..............................217
CHAPTER FOUR:
MAGIC SYSTEMS ................................220
DEFINITIONAL ISSUES ........................220
Where Magic Comes From ..............220
The Commonality Of Magic ..............223
The Power Of Magic ........................223
Types Of Magic ...............................227
Users Of Magic ...............................230
Learning Magic ...............................231
Methods Of Casting Spells ...............232
Restrictions On Wizards And Spells ..232
Flavoring Magic ..............................234
SOCIAL ISSUES .................................235
Magic Organizations ........................235
Perspectives On Magic And
Spellcasters .................................236
Magic’s Effect On Society ................237
RULES ISSUES ..................................239
Buying Spells ..................................239
Using Spells ....................................245
Balancing Spells .............................248
SPELL CREATION AND USE ................249
THE SPELL EFFECT ...........................249
CASTING METHOD ............................251
CASTING METHOD ............................251
Required Skill Rolls .........................251
Procedures .....................................254
Other Casting Methods ....................255
Avoiding Restrictions .......................256
CASTING TIME ..................................256
DURATION .........................................256
TARGET; AREA AFFECTED ..................259
RANGE ..............................................260
EXAMPLE MAGIC SYSTEMS ...............261
THE ARTS ARCANE ............................261
CHAOS BLADES ................................262
DIVINE MAGIC ...................................263
ELDRITCH LORE ................................264
THE GIFT ...........................................265
LEX MAGISTERIUM ............................265
NAMING MAGIC AND WORDS OF
POWER ..........................................268
NA’SENRA .........................................269
RUNE MAGIC .....................................270
THE SECRET SCIENCES .....................270
TALRIADAN DRUIDRY .........................271
VANSARJAK ......................................272
ENCHANTED ITEMS ............................274
BASIC ISSUES ...................................274
Acquiring Enchanted Items ..............275
CREATING ENCHANTED ITEMS ...........276
Who Can Create Enchanted Items? ..276
Item Creation Requirements ............277
Other Item Creation Issues ..............278
The Creation Process ......................279
USING ENCHANTED ITEMS .................280
TYPES OF MAGIC ITEMS ....................280
Armor And Shields ..........................281
Potions ...........................................281
Rings .............................................282
Scrolls ............................................283
Wands And Staffs ...........................285
Weapons ........................................285
Miscellaneous Items ........................287
CHAPTER FIVE:
FANTASY WORLDS .............................290
GEOGRAPHY .....................................290
Climatological Zones .......................291
Common Terrain Features ................291
Ecology ..........................................293
Geography, History, And Culture .......294
SUNS, MOONS, AND THE CALENDAR ..295
FANTASY HERO TABLE OF CONTENTS
FANTASY DEMOGRAPHICS .................295
FANTASY RACES ................................298
RACIAL ARCHETYPES ........................298
CREATING PLAYER CHARACTER
RACES ...........................................299
Package Deal Components ..............300
DIVERSITY .........................................301
LANGUAGE .......................................301
FANTASY CIVILIZATIONS .....................303
HISTORY ...........................................303
CULTURE ..........................................305
Arts, Architecture, And Entertainment ..305
Family, Women, And Children ...........307
Social Classes And Customs ............309
Culture And Character Creation ........310
ECONOMICS .....................................311
Creating An Economy ......................311
Currency ........................................312
Income ...........................................314
Outgo .............................................314
Trade .............................................315
Rules Considerations .......................317
GOVERNMENT AND POLITICS .............318
The Basics Of Government ..............318
International Governments ...............319
Feudalism ......................................320
Functions Of Government ................321
Crime And Punishment ....................322
RELIGION ..........................................324
Creating The Gods ..........................324
Gods And Men ................................327
Priests, Priesthoods, And Religious
Organizations ...............................329
Religion And Society ........................331
TECHNOLOGY ...................................332
TRAVEL .............................................332
CHAPTER SIX:
Sample file
CREATING A CAMPAIGN ......................336
CHARACTER GUIDELINES ...................336
CAMPAIGN TONE ...............................339
CAMPAIGN THEME ............................340
CAMPAIGN TYPES .............................341
Subgenre .......................................341
Campaign Subject ...........................343
SETTINGS .........................................345
RUNNING THE GAME ..........................347
ADVENTURE STRUCTURE ...................347
Plotting ..........................................348
DEALING WITH DISCONNECTS ...........351
DISADVANTAGES AND HOW
TO USE THEM .................................353
THE FANTASY ENVIRONMENT ............358
ENVIRONMENTAL THREATS ................358
FEAR AND AWE .................................359
LIGHT ...............................................359
TRAPS ..............................................360
Sample Traps ..................................361
Secret And Concealed Doors ...........363
THE UNDERGROUND ENVIRONMENT ..364
WALLS AND DOORS ..........................365
VILLAINS AND NPCs ...........................367
VILLAINS ...........................................367
Villain Qualities ...............................367
Villain Archetypes ............................369
MONSTERS .......................................372
Creating Monsters ..........................372
Using Monsters ...............................374
NON-PLAYER CHARACTERS ...............375
NPC Archetypes ..............................376
CHAPTER SEVEN:
DRUDARYON’S LEGION ......................379
DRUDARYON .....................................381
VALERIUS THE HARPER ......................383
HALFREDA ........................................387
TARINA .............................................389
DRAGO .............................................391
VILLAINS ............................................393
TAAL SALIRA .....................................393
LORD GARETHON ..............................396
ORC .................................................398
OGRE ................................................399
TROLL ..............................................400
BIBLIOGRAPHY ...................................401
FANTASY FICTION ..............................401
NONFICTION BOOKS ..........................406
MOVIES ............................................406
APPENDIX ..........................................407
VALGARD CASTLE .............................407
WIZARD’S TOWER .............................408
THE IRONTREE INN ............................409
TEMPLE OF THE SUN GOD .................410
FantasyHero
5
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-1970s 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, and the second in 1990).
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, in fact, there
ever was an official “FantasyHero” book. No two
Fantasy settings are identical, and the unmatched
adaptability, flexibility, and customizability of
the HERO System makes it a natural for Fantasy
gaming. Rather than forcing gamers to use a predefined
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, FantasyHero is a set of rules, guidelines,
and advice you can use to run gaming campaigns
in the style of your favorite Fantasy novels, short
stories, and movies. Like Hero’s other genre books,
you can think of it as a sort of “instruction manual”
that shows you how to use the HERO System 5 th
Edition “toolkit” to create the best, most interesting
characters and campaigns possible.
HOW TO USE THIS BOOK
FantasyHero is designed both for players
experienced 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. After first discussing
what “Fantasy” is, it explores the major sub-genres
of Fantasy, such as High Fantasy, Epic Fantasy, and
Urban Fantasy, as well as the interaction of Fantasy
with meta-genres such as tragedy, comedy, and
romance. It also describes classic Fantasy “bits”
and elements — things like dragons, necromancy,
prophecies, and swords.
Chapter Two, Subjects Of The Realm, reviews the
subject of FantasyHero character creation in two
sections. The first section contains over five dozen
Racial, Environment/Ancestry, Culture, and Professional
Package Deals 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 FantasyHero
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.
Sample file
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 geography. First the GM has to
create a magic system, a framework and set of rules
explaining how magic works in the game. After he
knows how magic works generally, he has to create
spells for the characters to buy (or let the players
create their characters’ spells themselves). This
chapter walks you step-by-step through the process,
discussing not only basic considerations but social
and rules-related issues; it includes twelve sample
magic systems, each with several spells, to get you
started. Lastly, the chapter describes enchanted
items — how they function in the campaign, how
characters can create them, and so forth — and
provides examples.
Chapter Five, Beyond The Fields We Know: Fantasy
Worlds And Races, describes how to create Fantasy
settings and races. For many gamers, creating their
own Fantasy world is one of the most enjoyable
things about gaming, and this chapter discusses the
creation process in detail. It includes sections on
DUPLICATION;
HERO GAMES
TEXT ONLY (-2)
FantasyHero contains
some text reprinted
(with appropriate
changes in points of
detail) from Star Hero,
since general advice
about world design and
GMing Heroic-level
games applies to both
Science Fiction and
Fantasy.
6 Hero System 5 th Edition
OTHER RESOURCES
In addition to Fantasy
Hero, Hero Games
publishes many other
books Fantasy gamers
may find useful. These
include:
The HERO System Bestiary,
a collection of 180
monsters and animals
that will provide any
GM with plenty of
adversaries for the PCs.
The Ultimate Martial
Artist, which not only
contains dozens of martial
arts styles suitable
for Fantasy games, but a
long list of Asian melee
weapons.
The Ultimate Vehicle,
which has expanded
rules for creating
and using Vehicles
in the HERO System.
It includes dozens of
sample vehicles, many
appropriate for Fantasy
settings.
Ninja Hero, if you want
to include lots of martial
arts and martial artsstyle
special abilities and
powers in your Fantasy
game.
The UNTIL Superpowers
Database, which
contains thousands of
superpowers you can
easily convert into spells
by applying appropriate
Limitations (OAF,
Gestures, Incantations,
Requires A Skill Roll,
and the like).
In addition to these
books, be sure to check
out the rest of the Fantasy
Hero line, including
The FantasyHero Grimoire,
Monsters, Minions,
And Marauders,
and setting books. You’ll
find plenty of material
in them to enhance your
FantasyHero games.
government, population, trade, travel, technology,
and religion, among other subjects.
Chapter Six, Wonders Of The Imagination:
Gamemastering FantasyHero, provides advice for
the GM. It discusses campaign guidelines and standards,
themes, and morality, and covers the Fantasy
Hero environment (including underground adventuring,
traps, and the like). It also describes Fantasy
villains and NPCs — how to create memorable
ones and use them to best effect in the game.
Chapter Seven, Drudaryon’s Legion, provides
a selection of sample heroes and villains to inspire
players and GMs, or even to adopt for their own
use. The characters all come from Hero Games’s
Turakian Age setting, but you can easily adapt them
to other Fantasy worlds.
Lastly, the book concludes with a detailed Bibliography
of Fantasy literature and movies. It’s not
complete (no Fantasy bibliography could be!), but
it contains a long list of Fantasy works gamers may
find inspirational — not to mention just plain fun.
So, draw your sword, prepare your spells, and
get ready — realms of wondrous Fantasy await!
HISTORICAL REALISM
Sample file
Most Fantasy games portray quasi-medieval
societies, or other societies based, in whole or in
part, on earlier eras of human civilization. This
raises the issue of conducting research to make
the settings more historically “accurate,” increase
the verisimilitude of the world, and even unearth
unusual and interesting facts that might add flavor
and color to a game.
While there’s no question that historical
research often proves helpful to a Fantasy game,
FantasyHero only contains a few historical facts
here and there as points of comparison. There are
several reasons for this (beside the lack of page
space).
First, there’s often little consensus on what
constitutes “historical fact.” Historians have only
limited information about many subjects relevant
to gaming, and in other cases their conclusions
inspire extensive discussion and debate. What one
historian (or gamer) regards as “fact,” another dismisses
as speculation or erroneous information
— and it’s entirely possible both views are justified.
Second, most Fantasy gamers don’t want historical
realism. They want their games to have a
veneer of historical realism — a political system
approximating Western European feudalism, weapons
and armor similar to those used in medieval
cultures around the world, and so forth. They don’t
care about the nature and function of incorporeal
hereditaments, how medieval economies “really”
worked, or the precise relative merits of one type of
weapon over another. An approximation, often one
made with dramatic rather than “realistic” considerations
in mind, suffices. Like most Fantasy novels
and movies, they want the flavor and the feel, not
the substance.
Third and most importantly, in many cases
historical data, accurate or not, is totally irrelevant
to a Fantasy game. A Fantasy world is not our
world, and it’s questionable just how analogous
real-world data can be to a Fantasy setting. Numerous
factors, including geography, natural disasters,
influential persons, and native flora and fauna vary
so much from the real world to the Fantasy world
that it’s hard to say that the state of affairs prevailing
on Earth (or some part of Earth) at various
points in history would duplicate, even to a slight
degree, in another world.
In particular, the existence of magic has an
enormous effect on Fantasy settings. All but the
most mundane of Low Fantasy settings features
magic; it suffuses some High Fantasy worlds. Once
you bring magic into the picture, analogizing
between the real world and your Fantasy world
becomes much harder, and perhaps even futile
— especially when magic is common and powerful
enough to effectively take the place of high technology.
What would the Roman Empire have been
like with fireballs and sorcery? We don’t know, and
we never will, and speculation about the subject is
largely meaningless...
...but of course, sometimes meaningless subjects
are fun to pursue. Even though FantasyHero
doesn’t include a lot of historical research, there’s
no reason you can’t do all the research you want,
if you’re so inclined. The books in the “Nonfiction”
section of the Bibliography are a good start. Examine
the facts, draw your own conclusions, and plan
your game as you see fit. As long as you and your
players have fun, you win, whether you’re “historically
correct” or not.
WARRIORS, WIZARDS AND WONDEROUS WORLDS — CHAPTER ONE
Sample file
THE
FANTASY
GENRE
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