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CREDITS Game Design: George MacDonald, Steve ICE MANAGEMENT — Art Director/Production Manager: Terry K. Peterson, Rob Bell Amthor; Sales Manager: Deane Begiebing; Editing & Development Editor: Rob Bell Manager: ; President: Peter Fenlon; CEO: Bruce Neidlinger; Controller: Kurt Rasmussen. First Edition Hero by: Steve Peterson ICE STAFF — Marketing Consultant: John Morgan; Print Buyer: Bill Cover Illustration: Larry Elmore Downs; Production Supervisor: Jennifer Kleine; Editing & Develop- Interior Illustration: Shawn Sharp, James McGonigle, Mitch ment Staff: Kevin Barrett, Rob Bell, Pete Fenlon, Jessica Ney, John Byrd, Ben Edlund, Laura and John Lakey Ruemmler, Terry Amthor; Graphics & Production Staff: Eric Bruns, Andrew Christensen, Edward Dinwiddie, William Hyde, B.T. Western Shores Map: Kevin Williams Thompson, Kevin Williams; Sales & Customer Service Staff: John Layouts: Edward Dinwiddie, William Hyde, ??? Brunkhart, Jo Lori Drake; Shipping Staff: John Breckenridge, Kurt Project Specific Contributions: Series Editor: Rob Bell; Fischer, David Johnson, David Mercier. Content Editor: S. Coleman Charlton; Page Design: J. Andrew Christensen, J. Michelle Ney, Jennifer Kleine; For our convenience, we have employed the male gender Layout: AndrewChristensen, Edward Dinwiddie, Jennifer throughout this product. This does not imply any chauvanism on Kleine, Kevin Williams, B. T. Thompson, Eric Bruns; Cover our part (quite the contrary), but it is hard to say him/her/it, or he/ Graphics: J. M. Ney, Terry Kevin Amthor. she (or "s/he") every time the situation crops up. So, please Editor's Dedication: is dedicated to the fans who accept our apologies for this shortcut. have waited so long, and to everyone whose work made this book possible. I hope it was worth the wait.

Fantasy Hero™ is ’ trademark for its superhero roleplaying game using the Hero system. Champions® and Champions, The Super Roleplaying Game™ are Hero Games trademarks for its superhero roleplaying game using the Hero System. Hero System™ is Hero Games’ trademark for its roleplaying system. Fantasy Hero Copyright © 1990 Hero Games. All rights reserved. Champions Copyright © 1981, 1984, 1989 by Hero Games. All rights reserved. Hero System Copyright © 1984, 1989 by 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 (except Character Sheets for personal use only), recording, or computerization, or by any information storage and retrieval system, without permission in writing from the Publisher: , Inc., P.O. Box 1605, Charlottesville, VA 22902. Printed in U.S.A., First Printing 1990 STOCK #: 502 Produced & Distributed by Iron Crown Enterprises, Inc., the exclusive manufacturer of Hero Games. ISBN 1-55806-102-9 INTRODUCTION...... 4 CHARACTER ABILITIES IN DESIGNING ORIGINAL How to Use This Book ...... 4 FANTASY HERO...... 34 MAGIC SYSTEMS...... 75 If You Have Never Played Characteristics ...... 34 Introduction ...... 75 a Hero Game Before ...... 4 Characteristic Ranges ...... 35 System Rules ...... 75 If You Have Played Skills ...... 35 Sample Magic Systems ...... 75 Hero System Games Before ...... 4 Everyman Skills ...... 36 Characteristics of Magic Systems ...... 78 If You’ve Played Fantasy Hero Skill List ...... 36 The Results ...... 78 1st Edition Fantasy Hero ...... 5 Skill Enhancers ...... 40 What's Inside...... 5 Perks ...... 40 COMBAT AND Editor’s Notes ...... 5 Talents ...... 42 ADVENTURING Talents as Spells ...... 42 Powers ...... 42 COMBAT OPTIONS...... 82 CAMPAIGN BOOK Character Disadvantages ...... 42 New Options ...... 82 Curses ...... 43 Combat Modifiers ...... 83 Roleplaying the Character ...... 45 Optional Combat Modifiers ...... 84 CHARACTER CREATION Spending Experience ...... 45 Combat Maneuvers ...... 85 Eight Tips for Enjoyable Play ...... 45 Optional Combat Maneuvers ...... 86 INTRODUCTION...... 9 Martial Maneuvers ...... 87 Characters Based on Motivations ...... 9 MAGIC New Optional Maneuvers ...... 87 Characters Based on Abilities ...... 10 Archery ...... 88 INTRODUCTION...... 47 Characters Based on Fiction ...... 10 Improvised Actions ...... 89 Characters Based on the Player ...... 11 Powers as Magic ...... 47 Putting It All Together ...... 11 Magic as a Special Effect ...... 47 SPECIAL CASES...... 91 Magic Systems ...... 47 Mounted Combat ...... 91 NON-HUMAN RACES...... 12 Standard Fantasy Hero Magic System ...... 48 Horses ...... 91 Racial vs. Cultural Abilities ...... 12 Design Philosophy ...... 48 Flying Mounts ...... 92 Altering These Races ...... 12 Designing Original Monster Hit Locations ...... 92 How To Use These Races ...... 13 Fantasy Hero Magic Systems ...... 48 Fighting Large Creatures ...... 92 Dwarves ...... 13 Optional Rules for SPELLCASTING...... 48 Halflings ...... 15 Determining Damage ...... 92 Basic Spellcasting ...... 48 Elves...... 15 Critical Hits ...... 92 Lizardmen ...... 16 Number of Spells ...... 48 Mystery Damage ...... 92 Interruptions ...... 48 Half-Giants ...... 17 Relative Position ...... 93 Gargoyles ...... 17 Turning Spells Off ...... 49 Attacks Against Magic Items ...... 49 Felines ...... 18 Disadvantaged Characters ...... 93 Half-Elves ...... 18 Magical Limitations ...... 49 Optional Damage Recovery Rules ...... 93 Half-Orcs ...... 18 BUYING SPELLS...... 50 Humans ...... 18 WEAPONS AND ARMOR...... 94 Standard Magic — The Rules ...... 50 Mermen ...... 19 Missile Weapons ...... 94 Standard Limitations ...... 50 Melee Weapons ...... 95 Other Races ...... 19 No Spells Are Persistent ...... 50 Unusual Melee Weapons ...... 96 Spells Must Fit GM’s Limits ...... 50 CHARACTER ARCHETYPES...... 20 Armor ...... 96 No Power Frameworks ...... 50 Warriors ...... 20 Armor Encumbrance ...... 96 Other Constraints ...... 51 Fighter ...... 20 Sectional Defense ...... 99 Learning Magic ...... 51 Barbarian ...... 20 Average Defenses ...... 99 Restricted Magic...... 51 Swashbuckler ...... 21 Shields ...... 100 Knight ...... 22 Priestly Magic ...... 51 Leader ...... 22 Skills ...... 52 GAME MASTERING Duelist ...... 22 Powers ...... 52 Rangers ...... 23 Power Advantages ...... 59 FANTASY HERO Priests ...... 23 Limitations ...... 63 BASIC GAME MASTERING...... 102 Traveling Priest ...... 24 Power Frameworks ...... 66 CREATING AND Village Priest ...... 24 GAME MASTERING Witch Doctor (Shaman) ...... 24 RUNNING SCENARIOS...... 104 Druids and Witches ...... 25 FANTASY HERO MAGIC...... 67 Creating the Scenario ...... 104 Monk...... 26 Things to Think About ...... 67 Standard Parts of a Scenario ...... 104 Bards ...... 26 Keep Magic Consistent ...... 67 Running the Scenario ...... 105 Bard ...... 26 Power Level ...... 67 Individualize the NPCs ...... 105 Rogues ...... 27 Magic Items ...... 68 Combat ...... 105 Scoundrel ...... 27 Putting It Together ...... 68 Pacing ...... 106 Cutpurse ...... 27 Background ...... 68 Climax ...... 106 Burglar ...... 28 Restricted Effects ...... 69 Rewards ...... 106 Sages ...... 28 Casting Requirements Campaign Considerations ...... 106 and Restrictions ...... 69 Sage ...... 29 CONVENTIONS OF Wizards ...... 29 Other Notes ...... 69 Adventuring Wizard ...... 29 Sample Sheets ...... 69 “GENRE” FANTASY...... 107 Wizard for Hire ...... 30 Adjusting the Standard Rules ...... 69 Common Genre Conventions ...... 107 Adept ...... 30 Standard Limitations ...... 69 So What’s All This For? ...... 108 Wild Talent ...... 31 Emphasizing Different Subgenres ...... 108 Hermit (Hedge Wizard) ...... 31 Magical Styles ...... 69 High Fantasy ...... 108 Apprentice ...... 32 Endurance Reserves ...... 72 Swords and Sorcery ...... 109 Combination Wizards ...... 32 Persistent Spells ...... 72 Hack and Slash Fantasy ...... 109 Other Character Types ...... 32 Power Frameworks ...... 72 Swashbuckling Fantasy ...... 109 Wild Man ...... 32 MAGIC SOURCEBOOK...... 73 Funny Fantasy...... 110 Sailor ...... 33 Mundane Fantasy ...... 110 Dark Fantasy (Horror) ...... 110 Classic Fantasy Bits ...... 111 CONFESSIONS OF A HACK AND SLASH JUNKIE...... 112 SETTING UP A CITY OF DEMONS...... 174 EXAMPLE ITEMS...... 202 FANTASY CAMPAIGN...... 114 Introduction ...... 174 Creating Your World ...... 114 Game Mastering the Scenario ...... 174 SPELLBOOK Player Goals and Motivations ...... 115 Background ...... 174 USING SPELL COLLEGES...... 204 The Road to Rumaldo ...... 175 Commitment to the Goal ...... 115 The Spells ...... 204 Rumaldo ...... 176 Importance of the Heroes Designing Colleges ...... 204 to the Campaign World ...... 116 Down the River ...... 179 Campaign Tone ...... 116 The Demon Temple ...... 180 COLLEGE OF AIR SPELLS...... 205 Setting ...... 118 Interrupting the Spell ...... 180 COLLEGE OF Keeping It All Straight ...... 121 If the Spell Succeeds ...... 181 Epilogue ...... 181 ANIMAL POWERS...... 208 WORLDBUILDING...... 124 COLLEGE OF DEMONOLOGY...... 211 Where to Start? ...... 124 OTHER SCENARIOS...... 183 World-Building Elements ...... 125 A Wizard’s Manipulations ...... 183 EARTH COLLEGE...... 215 Mark of the Werewolf ...... 183 Special Deliveries ...... 183 COLLEGE OF EMPATHY...... 218 An Ancient Wrong ...... 184 COLLEGE OF FIRE WIZARDS...... 221 SOURCEBOOK Daring Rescues ...... 184 THE BESTIARY COLLEGE OF ILLUSIONISTS...... 224 SAMPLE CHARACTERS COLLEGE OF NECROMANCY...... 227 DESIGNING MONSTERS...... 187 SAMPLE CHARACTER Venom ...... 187 THE COLLEGE OF ARCHETYPES...... 140 Creating Poisons ...... 187 PLANT AND WOOD MAGIC...... 230 Stopping Poison ...... 188 SAMPLE CAMPAIGN: COLLEGE OF THE BESTIARY...... 189 THE WESTERN SHORES WATER WIZARDS...... 233 MAGIC ITEMS ...... 236 OVERVIEW...... 147 COLLEGE OF STORM MAGES Timeline of Major Events ...... 147 CREATING MAGIC ITEMS...... 196 CHURCH OF HEALING...... 239 Civilization and Technology ...... 148 Easy Item Construction ...... 196 CHURCH OF WAR...... 242 THE LANDS OF THE Difficult Item Construction ...... 196 Materials ...... 196 APPENDIX WESTERN SHORES...... 151 Conditions ...... 197 Ambria ...... 151 Skill ...... 197 SYSTEM CONVERSIONS...... 246 Greatwood Forest ...... 156 Time ...... 197 Converting 1st Edition Fantasy Hero ...... 248 Daria ...... 157 Impossible Item Construction ...... 197 Converting Gurps® ...... 248 The Duchy of Irolo ...... 158 INTRODUCING MAGIC ITEMS...... 198 Converting ...... 249 Brondheim ...... 160 Converting AD&D® ...... 250 The Free City of Weyrcliff ...... 161 Why Introduce Magic Items? ...... 198 Dornica ...... 162 Introducing High-Powered Items ...... 198 SHADOW WORLD The Sultanate of Zylistan ...... 163 DEALING WITH AND CAMPAIGN CLASSICS...... 252 The Wild Lands and TOO MANY ITEMS...... 199 Kulthea: The Shadow World ...... 252 Other Geographical Features ...... 165 Destroying Magic Items ...... 199 Flows of Essence and Multi-National Organizations ...... 166 the Lords of Rohan ...... 252 Breaking Magic Foci ...... 199 PRICE LIST...... 168 Dispelling an Item ...... 199 The Lords of Essence and the Three Eras ...... 253 SCENARIOS TYPES OF ITEMS...... 200 The roles of Player Characters ...... 253 Trivial Items ...... 200 A Review of Shadow World ...... 254 TERROR IN THE VALLEY...... 170 Major Items ...... 200 Getting Started ...... 170 Limited Use Items ...... 200 The Adventure ...... 170 Perpetual Items ...... 200 Conclusion ...... 173 Artifacts ...... 200 Optional Artifact Rules ...... 200

AUTHOR CREDITS CHARACTER CREATION GAME MASTERING Other Scenarios: Doug Tabb Character Conception: Rob Bell FANTASY HERO BESTIARY Non-Human Races: Rob Bell Creating and Running Scenarios: Chad Brinkley, Mike Nystul, and friends Character Archetypes: Rob Bell Rob Bell, Mike Nystul Character Abilities in Fantasy Hero: Conventions of “Genre” Fantasy: Allen Varney MAGIC ITEMS Rob Bell, Mike Nystul, Steve Peterson Confessions of a Hack and Slash Junkie: Mark Bennett MAGIC David Rogers SPELLBOOK Introduction: Rob Bell Setting Up a Fantasy Campaign: Brian Altmiller, Rob Bell, Tim Binford, David Spellcasting: Rob Bell Rob Bell, John Brunkhart Boris, Chad Brinkley, John Brunkhart, Dean Buying Spells: Rob Bell, Mark Bennett Worldbuilding: John Brunkhart Chambers, Ronald Cole, Jo Lori Drake, Cyrus Game Mastering Fantasy Hero Magic: SAMPLE CHARACTERS Harris, Morgan Hazel, John Losey, David Mark Bennett Flashing Blades: George MacDonald Majors, Andy Matthews, Jason McDavitt, Magic Sourcebook: Mark Bennett Sample Character Archetypes: Cyrus G. Harris Raymond Morgan, Andy Nelson, Gorham Designing Original Magic Systems: Palmer, Calvin Schaefer, Robert Schake, Tom SAMPLE CAMPAIGN , Mark Bennett Skukas, Chris Taylor, Paul Wayner The Western Shores: John Brunkhart COMBAT AND ADVENTURING APPENDIX SCENARIOS George MacDonald Chad Brinkley, Earl Cooley, George MacDonald Terror in the Valley: Doug Tabb City of Demons: Mike Cremer, Mike Nystul, Doug Tabb 4 Fantasy Hero

INTRODUCTION

Arawyn looked up at the Necromancer’s craggy, mile-high Fantasy Hero can be used in numerous ways. It is intended of tower. She had led the company to Never-Closing gate, but course, to enable GMs to run fantasy adventures replete with hadn’t reckoned that it would be guarded by a legion of undead. mythical creatures, flashing blades, and powerful magics. How- Overhead, inky black clouds blotted out the sun. ever, Fantasy Hero also contains extensive guidelines for all Arawyn turned to her comrades, who were huddled in the lee fantasy-era roleplaying; the rules presented here can be used to of the cliff. “Well, we’ve come this far, and the only way to destroy recreate a historically accurate medieval adventure, for instance. the circlet is to place it on the Necromancer’s head. Looks like And since all parts of the HERO System are compatible, Fantasy we’ll have to find a way past that gate...” Hero can function as a sourcebook for other HERO System games, like Champions. Pulling his bloody sword from the basilisk’s still-twitching The following sections explain how different players can best use body, Garak turned toward his other opponent. The Warlock Fantasy Hero. was in the middle of a fearsome spell, and the air in the room was beginning to glow. With a grunt, Garak leapt across the cham- IF YOU HAVE NEVER PLAYED A ber. The warlock’s eyes grew wide, but it was too late to stop the brawny barbarian. With a single sweeping motion, Garak HERO SYSTEM GAME BEFORE brought his sword up and sliced through the Warlock’s neck. The If you’ve never played any games using the HERO System (like Warlock’s body and head fell in opposite directions. Wiping his Champions), then this book (Fantasy Hero) is not the place to start. brow, Garak looked to see what had happened to the As explained above, Fantasy Hero explains how to use the HERO princess ... System rules, but doesn’t actually contain those rules. (If it did, this book would be 470 pages long!) Therefore, before going any Sir Samson looks back to his Squire. “Don’t fret lad. The King further, you should get a hold of a copy of the HERO System has told me to defend this bridge — s o d e f e n d i t I s h a l l . T o b a t t l e ! ” Rulesbook. The hardcover Champions also contains the same Sir Samson pulls down his helmet visor and sets his lance. He rules; if you prefer, you can use it instead. then rears his horse and charges across the bridge. On the other Once you have a copy of the HERO System Rulesbook, you side, the red-clad knight spurs his horse forward. The horses should familiarize yourself with the rules contained there. If you gallop across the bridge, bringing the two knights closer and have never roleplayed before, read the appropriate sections. Then, closer... once you have at least a basic understanding of the rules, you can proceed to Fantasy Hero, which will show you how you can use Welcome to the fantastic world of Fantasy Hero! This book them. For more guidelines, see the following section. contains everything you need to roleplay fantasy using the Hero System rules. Swords and sorcery, quests and dragons, exciting adventures and brave deeds — they’re all here. IF YOU HAVE PLAYED HERO Fantasy Hero will tell you how to create a fantasy setting, how to SYSTEM GAMES BEFORE handle fantasy sword and sorcery, and how to build fantasy characters. To make all this easier, Fantasy Hero also contains a If you’ve already played HERO System games (like Champions), wealth of ready-to-use material, including hundreds of spells, then you already know how the HERO System works. What magic items, weapons, fantastic monsters, scenarios, characters, Fantasy Hero will do is show you how you can use those rules to and much, much more — e v e r y t h i n g n e e d e d f o r i n s t a n t a d v e n t u r e s . play a fantasy game. With this book and the HERO System Rulesbook, you can recreate To use Fantasy Hero, you should read all the way through the any fantasy adventure from fiction or your own imagination. Ar- Campaign Book section. Players should concentrate on the Char- agorn, Conan, and King Arthur all reside within these pages. So acter Creation and Magic chapters, although there is plenty of read on, and useful information in the Combat and Game Mastering Fantasy BE A HERO! Hero chapters. GMs should read all four chapters carefully. Players may or may not want to read the entire Sourcebook. If the GM intends to use the scenarios or sample campaign, then the players shouldn’t read those chapters — since knowing too much can spoil the fun. GMs, obviously, should read the entire Source- HOW TO USE THIS BOOK book. Whether or not you’re familiar with the HERO System, Fantasy Fantasy Hero is a HERO System Campaign Book. That means Hero has been set up to make it easy to start a fantasy campaign. that it provides all the information needed to play fantasy adven- There are extensive guidelines for constructing characters and a tures using the HERO System rules. Within these pages you will campaign — but we’ve also included a ready-to-use campaign find setting information, fantasy specifics, and a wealth of ready-to- world, along with characters and scenarios. If you want to get use material. However, Fantasy Hero is not a stand-alone product; started right away, just use the provided characters and scenarios. to use it the player must also have the HERO System Rulesbook, You can pick up the rest of the material later. which contains all the rules for the HERO System. The HERO System Rulesbook can be purchased separately; it is also con- tained in Champions, the Super Roleplaying Game. Fantasy Hero 5 WHAT’S INSIDE

Here’s a brief summary of what’s inside this book and how it is organized. CAMPAIGN BOOK This section explains how the GM and players should use the HERO System for fantasy roleplaying. There are extensive guide- lines for all aspects of fantasy gaming. The first chapter, Character Creation, explains how to build and play fantasy characters. The second chapter, Magic, explains how magic works in Fantasy Hero, and how the GM can design his own magical systems. The third chapter, Combat and Adventuring, tells the GM how he can simulate the glittering swords and sorcery of fantasy combat. The fourth chapter, Game Mastering Fantasy Hero, explains how the GM can create and run fantasy scenarios. There are also guide- lines for setting up a complete fantasy campaign for Fantasy Hero. SOURCEBOOK This section contains a tremendous amount of ready-to-use material that will help a Fantasy Hero Game Master run his campaign. The Sample Characters chapter has 8 complete char- acter write-ups and 20 shorter character write-ups. These charac- ters can be used by the players as PCs or by the GM as NPCs. The Sample Campaign chapter contains a complete fantasy campaign setting — the Western Shores. The Scenarios chapter presents several ready-to-use scenarios. The Bestiary chapter has guide- lines for designing fantasy monsters, along with short write-ups for more than 75 creatures. The Magic Items chapter explains how to IF YOU’VE PLAYED 1ST EDITION design magical items, and includes examples. The Spellbook FANTASY HERO chapter has hundreds of spells that can be used by PCs and NPCs. Finally, the Appendix has guidelines for converting Fantasy Hero to You’ve played Fantasy Hero before. You might even have a other game systems. Fantasy Hero campaign going. How should you use this revised Several chapters of the Sourcebook, especially the Bestiary, Fantasy Hero? Spellbook, and Magic Items, have short write-ups in Fantasy Hero. The most important thing to recognize is that this edition of This was done obviously for space considerations. Players who Fantasy Hero is entirely new — almost nothing has been reprinted want the full write-ups, along with hundreds of additional spells and from the older version. Moreover, this book uses the revised HERO magic items, should look at the Fantasy Hero Companion. System rules, as presented in the HERO System Rulesbook. This means that the rules it covers are not the same as those in the old Fantasy Hero. Moreover, it means that there is much more room for EDITOR’S NOTES campaigning information. This version of Fantasy Hero contains all Well here it is — at long last. I know some of you have been sorts of wonderful things, including a lot of material that wouldn’t fit waiting for a revised Fantasy Hero for a long time... years in fact. I in the old Fantasy Hero. So what should you do with it? can only hope that it was worth the wait. In general, GMs and players should follow the guidelines pre- So what took so long? Essentially, we really wanted to get it right, sented in the HERO System Rulesbook, pg 7. Thus, the first way and to give HERO fans a fantasy game they could play and enjoy. to use this book is to convert your existing characters and campaign Since the publication of the original Fantasy Hero in 1985, we have to the new Fantasy Hero rules. The Appendix chapter has guide- had numerous chances to rerelease some form of Fantasy Hero. lines for converting old Fantasy Hero abilities into the new rules; any But there has never been an opportunity to publish something experienced HERO player should be able to handle it. The GM grand — something that all of us can be proud of. should also consider allowing players to radically redesign charac- Until now. ters to take advantage of all the new abilities in the HERO System We feel that this second edition of Fantasy Hero is something Rulesbook. that can do justice to fantasy gaming and the HERO System. It The second way to use this book is as a massive supplement to follows the high quality standards set by Champions and Ninja the old Fantasy Hero. Even if you ignore all the material based on Hero. The book you are holding is absolutely packed with useful the new rules, there are still lots of character creation guidelines, information, including all the things that didn’t go in the first edition. GMing advice, combat options, and the like? And, of course, the In fact, there was so much good fantasy material that we couldn’t Sourcebook can be used almost entirely — what GM wouldn’t want fit it all in one book — even a 256 page book with small type! Thus hundreds of spells, more monsters, original scenarios, and the like. we’ll be publishing the Fantasy Hero Companion almost immedi- Even if you want to use the original rules, there should be plenty of ately. You certainly don’t need it to play Fantasy Hero, but with useful material here. hundreds more spells, magic items, mass combat rules and the In general, we recommend that most GMs convert their cam- like, it’ll be a perfect “companion” t o t h i s C a m p a i g n B o o k . H o w ’s that paigns over to the new rules. As explained in the HERO System for a shameless plug? Rulesbook, the rules revision was the result of extensive In any case, we hope that you enjoy Fantasy Hero. A lot of work playtesting and tinkering with the rules. Similarly, this version of and enthusiasm went into this project, and we think it shows. So Fantasy Hero contains all sorts of ways to help the HERO System have fun with it — that’s what makes it all worthwhile! simulate the world of fantastic adventures. We think that most players will find switching to the new rules to be worthwhile. Rob Bell