Lands of Tamriel, an Epic Fantasy


The money used in Fantasy Hero is based on precious metals, with a decimal system. The highest value coin is worth ten of the next lower, and so forth. Listed with the weapon is an equivalent in American Dollars.

This is the standard coinage:

Gold Crown (GP) = 100 SP ($100)
Silver Shield (SP) = 10 CP ($10)
Copper Wreath (CP) = 10 IP ($1)
Iron Star (IP) = 1/10 CP (ten cents)

The IP breaks into five roughly equal pieces called “Pents”, worth approximately two cents each.

Village merchants will NOT have infinite gold to purchase your loots.

Potions and Charges

Potions often come in charges. Meaning that 1 vial of 2d6 BODY healing potion can be drank 3 times. However, it has an activation roll.

If the character drinks the potion and misses the activation roll, the charge is burned.

This game will use potions and alchemical agents (herbs) heavily.

A list of Herbs, availability, price, and effects can be found HERE

hit & fumble

Possible Critical options in Fantasy Hero:

Critical Hit: When an attack roll is made and a 3 is rolled, it is a Critical Hit. The dice from a Critical Hit always do full damage.
-Fumbling: If an 18 is rolled it is a fumble. A Fumble is a little less predictable then a critical hit, so the effects vary. When a PC fumbles, re-roll the attack roll, a roll of 3-4 negates the fumble. A roll of 5-10 means the PC has simply dropped their weapon, 11-16 means the weapon has gone flying, and has lodged itself into a wall or has been dropped and is now being stood upon by the object of the attack. It will take as many segments as their “Fumble Determination” roll to get the weapon free (assuming it is not underneath the monsters feet!). A roll of 17-18 means the weapon has smacked against the ground/wall/whatever and has been broken. Special weapons have a chance to avoid being broken. Hitting the ground is considered to be an attack that has done the weapons maximum damage. Take the Active Points of the weapon and determine it’s Damage Class equivalent, if the BODY done by this strike is equal to or greater then the weapons Damage Class, it is broken.

NOTE: Since hit locations are used, this may not even be worth considering.

Key Notes and Feel

Mortal men have gained sway in this world, their attention on mortal matters and material things have weakened the link between the world and magic. The Elves have retreated to their forests and some are advocating that they leave for lands in the West, over the sea, where magic still runs free. The Dwarves have many of them shut the doors to their mountain cities deep in the stone, caring not to affair themselves with men. What few wizards remain in the world stay hidden in their towers. And the orcs are again stirring.

The magic has not really left the land, it could not, for magic is the underpinning of life. But as mortal men have spread, that link between life and magic has also spread. It takes more effort than before to summon the power of magic, it takes more time. Where once Wizards were able to command the elements to wage war with fire and lightning, now, a Wizard might well draw a sword if it came to a fight with men.

As magic has become more difficult, so too has the creation of magical items. What few are to be found are both relatively weak in power and extremely valuable due to their rarity. The rare exception are those occasional artifacts that may remain as yet undiscovered, deep, hidden and with unknown guardians. The highest powered magic items are so rare that they are likely to only be found in the possession of princes destined to become kings, or heroes single handedly trying to save the world with the full support of the greatest mages in the land.

-divine (paladin, cleric, holy warrior, druid)
-knight (cavalier)

General Setup Rules

Starting Points 100 + Disad Points 50 + Bonus 10 = 160 points
- 15 point max in any one disad
- Bonus Points are for things such as area knowledge, local environment, contacts, profession (nothing over 11- allowed).
Everyman Skill’s allowed (see individual character entries)
Strength Based Endurance (Active Points/5)
Formal Race Package w/Normal Characteristic Maxima
- must take racial package from list, cannot be generic race, cannot create your own
Hit Location Damage / Hit Location Table (sectional armor is your friend)
Literacy Not Standard
Use Classes in Fantasy Hero book
No Super Skills Available
Combat Luck Allowed – for characters that do not wear armor, max 3 resistant DEF. If you wear armor, this is talent does not work.
Deadly Blows Allowed – must be specific target. 4pt version: (IE: undead, orcs, giants, goblins, elves, humans, dwarves, dragons, woodland animals…)
Divine Favor not allowed
Starting Skill Maximum 14-
Normal Characteristic Maximum Enforced w/racial modifiers
Normal Equipment does NOT cost points (purchased with gold)
Normal Bases & Vehicles do NOT cost points (purchased with gold)
Followers cost points
No power frameworks allowed
Max 6 DEF armor
Encumbrance Enforced
Longer Term Endurance Enforced
Killing Damage Default
Active Point Maximum 30 – this applies to attacks, defenses, effects, magic
Active Point Increase 1AP:5XP
- this occurs during campaign play
Pushing Allowed – EGO roll required, life or death situations
Magical Followers are not allowed
Starting gear and equipment – buy normal items as much as you can carry.
Starting Speed – 3. Can advance to 4 when active point cap reaches 40.
AID – Only 1 Long-Term AID on a character or item at a time. Any amount of Short-Term AIDs are acceptable (short-term is equal to or less than 5 minutes). AID is defined as anything that buffs or adds benefit to the character.
Spell Advancement – Characters may modify/grow spells as they gain in power (increase in AP cap). This is reflected by the character finding a more powerful spell that will replace the current one. But they can still cast both spells as the need/desire arises.
Spell Gain – Characters can still spend XP to learn/create spells they desire to have. However, discovered spells (scrolls found in a dungeon) or trained spells will not cost XP.
Trigger – any spell with a trigger must require 1 hour to reset. +1/4th Advantage

Character Creation Guidelines

  1. Choose Race. Document racial traits.
  2. Choose Class. Document class traits.
  3. Use remaining points to modify character.
Magic Planning
magic is a pain in the ass

Magic in this game is a pain in the ass. So many variables. This is going to be an epic fantasy game where magic once filled the world. Yet, now with the coming of man as the dominant species, the magic is fading.

A few simple rules regarding magic:

-magic will be purchased spell by spell, no frameworks (vpp, mp, ec) allowed.
-new spells can not be created by characters. it is all formulaic. players can discuss with GM and create spells that can be found in character. All spells will fit into the Skyrim/Elder Scrolls format. See spell lists.
-spells can be taught from one character to another. however, this costs xp and sometimes gold (if the other character is selling the knowledge).
-spell books are one use items and can teach a single character a spell, for free.
-all spells cost endurance to cast and/or maintain. (1END:10AP)
-all spells must have magic skill roll based on the school
-endurance reserve/battery is a disallowed power. these things can and will be found in items.
-current active point cap for game is 30. the active cap will increase 1ap:5xp given.
-minor magic items are rare and very weak. (these are ‘find only’)
-major magic items are unheard of. only owned by kings/queens or those soon to take power.
-purchase of magic items (other than potions) is nigh impossible.
-anyone can cast magic as long as they have been trained in the school
-magic is divided by schools/colleges. to cast spells from a specific school, one must have spent real points purchasing spells from that school.
-(formulaic/all) spells can NOT be modified to become weaker or stronger.
-extra time for healing
-should Arcane Defense (AD) be allowed for players? If so; based on Ego/5 and 5pts per level.
-spells can be found in the wild, books, scrolls, etc. these are one use items and are free spells for a singular character.

Summary of Spell Creation:

_Spells can be created outside of game-play. They must be based on the Skyrim spell list.
Spells cannot be created inside game-play. Meaning, the character cannot make up a spell on the fly or modify an existing spell to gain a different or varied effect.
All spells must be approved by the GM and below 30 active points.


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