Showing posts with label fh. Show all posts
Showing posts with label fh. Show all posts

Wednesday, December 29, 2010

Q1 - The Evil Temple of Fraz-Urb'luu (FH Chars) Graash

Here's the lizardman shaman, Graash that Sharky liberated from the dungeons of the Temple:
Graash is pretty straightforward.  He's tough, the way you'd expect a lizardman to be.  He has a klanth (an obsidian edged sword) and some magical spells.  I think the klanth is a RuneQuest weapon that I ported over to Queston, but I'm not sure.

Detect Magic is simple to understand, but "Second Chance" was the equivalent of a Cure Light Wounds.

Tuesday, December 28, 2010

Q1 - The Evil Temple of Fraz-Urb'luu (FH Chars) Dhornaab

Well, I guess I spelled "Doorknob" in a more dwarfish-kinda-way.  :)

Here's Dhornaab the Daring, dwarfin fighter:
Dhornaab is also incredibly tough, as you can see from his STR, CON and BOD characteristics.  He's got high defenses and a shield that bolsters his DCV.

As I mentioned before, I ran this scenario at Hexacon 3, so I tried to make each of the characters a little different and a little special in their own right.  

Dhornaab has a magical "Hammer Glove" (something he never had in DnD) that allows him to punch the ground and make a cone shaped earthquake for 8d6 normal damage.  Great way to soften up the minions...

I like the fact that I gave him the Talent: Immune to Alcohol.  In the old DnD campaign, Dhornaab was always drinking in the tavern and never got drunk.  

I also didn't "stat out" his "Mythril alloy chain mail" -- I just assigned him 6 pts of defense from it.

Monday, December 27, 2010

Q1 - The Evil Temple of Fraz-Urb'luu (FH Chars) Brash

Here's our daring knight, Brash Blunderbuss:
Brash is HUGELY STRONG.  In fact, I had to pay DOUBLE points to raise his STR from 20 to 23.  20 is the max for heroic characters in FH.  His CON, BOD, PRE and COM are very high too.  He's quite a tough, imposing, handsome physical specimen.  :)

In Queston, knights have a totem animal and Brash's totem is the bear.  He can invoke a special power to roll 6d6 and add those points directly to his STR score.  On average, that would raise his STR about 21 points!  At STR 44, Brash would roll 8-1/2 normal dice of damage when he punches, his greatsword would jump to 4-1/2dK, and he would be capable of lifting (Ha! he's actually OFF THE CHART in Fantasy Hero -- switching to Champions...) 6400 kg!  Wow!

Brash is also the wall that walks like a man.  His defenses are practically DOUBLE the defenses of Sharky or Skanderbag.  He can take a ton of punishment before going down.

Of course, with Psych Lims of "Fears Nothing" and "Code of Honor" he's gonna need all the help he can get...

Sunday, December 26, 2010

Q1 - The Evil Temple of Fraz-Urb'luu (FH Chars) Skanderbag

Here's the FH version of our heroic wizard, Skanderbag the Unexpected.
Skanderbag is exceptional in DEX and INT.  Good attributes for a wizard.  He also has an extra inch of running.  The best 2 pts. you can spend in FH.  You see, you typically make a "half move" in FH and then you attack.  Your normal move is 6" by default.  Adding 1" to your "full move" makes it 7" and your "half move" rounds up to 4".  A very handy thing to have.

In FH, Skanderbag is a little tougher to take down than his DnD alter ego.  He has a "Cloak of Defense" which gives him a significant amount of armor.  In fact, his defenses vs. energy attacks are actually higher than Sharky's! 

You can see that Skanderbag has a 3d6 RKA (ranged killing attack) in the form of the Gotcha! gem.  It has limited charges AND it has the chance to "burnout" after its used.  

He also has four spells.  Its pretty obvious what they do.  I'll have to look and see if I have them written up somewhere for a future post.

Saturday, December 25, 2010

Q1 - The Evil Temple of Fraz-Urb'luu (FH Chars) Sharky

Back in 1993, I ran a Fantasy Hero version of the "Evil Temple of Fraz-Urb'luu" at Hexacon 3.  I mention that here in my Q1 recaps.  My good friend JD found copies of the characters and I present them here.

If you're not familiar with Fantasy Hero, you'll likely be perplexed by the characters.  I wrote a computer program (actually a stack) in HyperCard that helped me create these characters.  FH is a super crunchy system based upon Champions, the superhero RPG.  Its very flexible, if you know how to use it, so you can create just about any character/power/spell/magic item you can imagine within the rules.  It's a point-based system that strives for balance across characters with similar point values.

Anyway, here's Sharky Dangerthorn:


The scans were so light -- I printed the characters on my dot matrix printer (remember those?) back in the day -- that I had to do a quick select/paint in Gimp to darken them up.  Some of the hollow letters (like O and D) got filled in, but its much more readable now.

Attributes start off at 10 in FH and you pay, in points, a multiple of the cost listed next to the attribute.  Sharky is above average in everything but Comeliness -- he's just average there.  

He has skills listed at the top.  You try to roll the number OR LESS on 3d6 to succeed with your skill.  KS is Knowledge skill and PS is Professional skill.  

OCV, DCV and ECV are the various combat values.  You compare OCV to DCV and modify an 11 or less roll, up or down, depending upon who had the advantage in battle.

You'll see a theme as I post these characters.  Most of them have a "fighting style".  In FH, you can bundle skills together in what's called a "package deal".  This bundle then gets a small cost break.  Its a way of making characters who have similar backgrounds, like rangers, or races, like elves, well, similar.  You get a small price break in exchange for a small bit of homogeneity.  

FH, like Champions, also requires that you pay for any extra points you spend with Disadvantages.  You can see those in the upper right corner.

Unluck was always one of my favorite Disads in FH or Champions.  I always defined it as "Unlucky when you're winning."  So, when things are going super well, you roll Unluck.  Get 1's and bad stuff happens.  You can take up to 3d6, with varying levels of unluck possible.

Sharky had fantastically bad luck with missile weapons in the original DnD game, so I brought that over as a Reputation.  You could also enforce certain types of roleplaying by putting Psychological Limitations in for a character.   In this case, Sharky "Protects the Innocent."

In the equipment section, you can see that Sharky has a couple of weapons that do K damage.  K damage equals "killing damage".  There are two types of damage in FH -- normal and killing.  Normal damage is more likely to knock you out; killing damage is more likely to kill you.  It's a pretty good system and it works fairly well.  There are some quirks to it, but overall I liked it a lot.

One last note, there's a temptation in FH and Champions to write up EVERYTHING as a power and assign a point cost.  (3e I'm looking at you!)

Doorstop?  That's an entangle that works only to hold doors open or closed (2 pts.)

Oven?  That's a variable killing attack that has a 1 hex area and a heat special effect (4 pts.)

Butter knife?  That's a 1 pip RKA with no range (1 pt.).  You get the idea.

I resisted that urge often when I ran FH.  You can see that Sharky has a "vial of strong acid" listed in his equipment.  How many dice of damage does that do?  Killing or normal?  Can he throw it?

Well, I guess we'll just have to figure that out in play.  :)