Lands of Tamriel, an Epic Fantasy

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.
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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.
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All spells must be approved by the GM and below 30 active points.

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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
Knockdown
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.
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Key Notes and Feel

THE MAGIC IS LEAVING THE LAND
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.

MAGIC ITEMS ARE RARE
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.

PROFESSIONS
-alchemist
-divine (paladin, cleric, holy warrior, druid)
-wizard
-ranger
-archer
-warrior
-knight (cavalier)
-rogue
-soldier
-bard
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Criticals
hit & fumble

Possible Critical options in Fantasy Hero:
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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.
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-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.

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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

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Economy

MONETARY BREAKDOWN
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.

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Quick Reference

Aborting an Action: You can abort an action (to perform a block/dodge/dive for cover/activate a defensive weave/etc.) as long as you have not performed an action that phase. It uses up your next FULL PHASE of actions.

Actions: A PC may use/activate one Zero (0) Phase Action in the beginning or middle of a Phase. If a PC sacrifices ½ of a Phase they activate as many Zero (0) Phase Actions as they wish. If an attack is made, it is always the last thing a PC may do in a Phase. You may take a ½ move and then attack, but not the other way around.

Archery: Loading a bow/sling takes a ½ Phase action. Firing a bow/sling takes a ½ Phase at ½ DCV. PC’s may utilize the Rapid Arrow Fire and Prepared Arrow Fire maneuvers.

Area Effect: When an area effect attack roll is missed, the hex that gets hit is 1" off for every 1 point the roll was missed by, randomly role the direction. Up to a maximum of ½ the original distance.

Blocking: When Blocking, roll against the Attackers OCV.

Blocking With a Shield: If using a shield to block, you get the DCV bonus of the shield as an OCV bonus when performing the block. This is incredibly effective if a PC has purchased Martial Block for use with their shield.

Combat: Combat always begins on Segment 12, so everyone can take their Segment 12 action. Everyone also gets a chance to take a REC on Post Segment 12.

Coordinated Attacks: PC’s may use the coordinated attacks rule with other PC’s that have “similar” attacks. i.e. Two PC’s using ranged attacks may coordinate, just as two PC’s using melee attacks may coordinate. There are bonuses for 2 of the same “type” of PC attempting to coordinate their attacks.

Defenses: A PC gets his Resistant PD/ED against the BODY of a Killing Attack, and he gets BOTH his Resistant and Non-Resistant PD/ED against the STUN of an attack, but for every 1 BODY taken the PC takes a minimum of 1 STUN. If a PC gets hit in a location that has no resistant defenses then they get NO defenses against the attack whatsoever.

Disabling: Any PC taking their FULL BODY worth of damage from one attack after defenses, but before OR after the BODY multiplier will receive a Disabling wound. The standard Disabling charts will be used.

END: Using 5 Active Points in any power/skill/attack/characteristic uses 1 END. The exception to this is when using a weapon. If a weapon has a STR minimum of 15, and you are not adding any strength to increase it’s damage, you would only pay 3 END. You only pay END for the STR you are using (even if the weapon is doing 50 active points worth of damage).

Impairment: We will be using the Impairment rules. Any PC that takes BODY equal to 1/2 their BODY after defenses, but before OR after the BODY multiplier receives an Impairment. The standard Impairment chart will be used

Initiative: If two characters have the same DEX, the character with the highest INT gets to act first in a Phase.

Knockdown: If a PC takes a hit that does the their full BODY (after the Body Multiplier but before Defenses) then the PC gets knocked down and pushed back 1" for every 2 body over their Total. The PC must spend a ½ phase getting back on their feet.

Knocked Out: When a PC’s STUN is dropped below 0 they are Knocked out. They are at 0 DCV, and take X2 STUN from attacks. At the end of the segment any non-persistent powers turn off. Upon waking, a PC’s END is equal to their current STUN total. A PC can recover at a rate one level higher on the Recovery Chart if someone is helping to revive them.

Movement: costs 1 END per 5 inches. (base + weight/encumbrance)

Presence Attacks: For Each 5 points of PRE a PC may roll 1d6 for a Presence Attack. This total is compared to the defender’s PRE or EGO (whichever is higher), and then checked against the presence attack table.

Pushing: With a successful EGO roll a PC may Push his STR by 5 points, with 1 additional point for each point the EGO roll is made by. The PC uses up 1 point of END for each point of STR bestowed by the Push.

Recovery: A character may make a Recovery during any of their action phases, they are at ½ DCV. If they take any damage that segment the Recovery is aborted.

Second Weapon: A PC may use a second weapon as a “shield” of sorts for a DCV bonus of +1 against melee attacks only. They also get a +1 OCV bonus when using this weapon (in addition to their regular weapon) to block. They must have a 1 point Weapon Familiarity with the Second Weapons group.

Stunned: If a PC takes STUN (after defenses) equal to or greater then his CON he is stunned. A stunned PC is at ½ DCV, all powers that are not persistent turn off at end of the segment, and the PC can take no action until their next PHASE. It takes a FULL PHASE to recover, and they cannot take any action except to recover from the stun.

Sweep: PC’s may Sweep if they choose, each intended target after the first ads a cumulative –2 OCV modifier. The PC rolls for each target separately, as soon as one of the targets is missed the Sweep is over.

Weapon Damage: You may increase the damage done by a weapon with STR, Combat Skill Levels, or Martial Maneuvers up to double the DC of the weapon. If using STR to augment the damage of a weapon, you get an extra DC of damage for every 5 STR above the minimum for the weapon. It is slightly different for flails and picks. Flails get a Damage Class bonus for every 6.25 points above the minimum, and picks get a bonus for every 7.5 over the base strength requirement.


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Racial Mods and Characteristic Max

Normal Characteristic Maxima is enforced.

HOWEVER

Some races have qualities that outshine other races. Therefore, when consulting Racial Package Deals, look at the characteristic bonuses, add those bonuses to the characteristic maxima (20) and there you have the new characteristic max for that race.

IE: Cat-Folk Package Deal

+3 DEX

Normal Characteristic Maxima = 20 + 3 = 23 @ normal cost. Anything above 23 will double cost.

This also applies to negative numbers. If a race has a -# to their attributes, that number will be subtracted from 20 to come up with the normal characteristic maxima.

Professional Package Deals do NOT bump up Normal Characteristic Max.

There needs to be a reasonable cutoff/maximum of each characteristic. IE: Strength – characters do not need to be able to lift 1,200 lbs.

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Favored Classes and Magic
What race do you want to play?

Since classes were taken out of the game, Favored class and race paring is no longer applicable.
Further, no longer does divine/arcane apply. It’s all school based.

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Theme Ideas
  • Awaken the Gods
  • Gather the Gems of Light before the darkness overtakes.
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