Campaign Specific Rules

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The magic system has been outlined on that page. However, there are some campaign specific rules that will be used.

  • Starting characters are young, just beginning their adventuring career. To reflect this, all characters start with a base 25 pts to build their characters, and up to 25 pts of additional disadvantages to allow a total build of 50 pts. Please keep in mind racial packages (which are required if you play anything other than human), and cultural packages count toward this initial build. A typical 10 pt disadvantage is:
    Social Limitation: Adventurer (frequently, minor) 10pts
    As an adventurer and person of no fixed abode, representatives of the law will tend to be suspicious of you, and it can be difficult to get credit. Innkeepers will want payment up front, for example, and substantial bonds will have to be posted to hire livestock. Persons of “good” society will tend to snub you (politely usually, depending on how dangerous you look), and those weaker than yourself will normally react with caution and even fear until they get to know you.
  • For the purposes of starting characters, racial packages will only count as points spent. Disadvantages in the racial packages do not count against the 25 pt disadvantage total. For this reason, human characters are allowed an additional 5 pts of optional disadvantages to use for extra starting points.
  • The standard penalty for taking multiple disadvantages applies with the following modifiers: Only one of any single type (Psych lim, Dependent, etc.) may be taken at full value. Additional disadvantages of the same type may be taken, but they may only get 1/2 value, then 1 pt, then no additional pts. Note that the 1/2 value may technically be a ‘full’ value if it is a limitation worth less pts. (Example: Code vs. killing is a 15 pt disadvantage. Celibate is only a 5 pt disadvantage, but because it is worth 1/2 or less than the first psych lim, the full 5 pts are granted as a disadvantage.)
  • Perception: Since perception is an INT based ability, and not all creatures or characters will have a high INT, bonuses to perception may be purchased at 1 pt/+1 for each sense (sight, hearing, or smell), or 2pt for +1 PER (all senses). Other sense may be purchased if approved by the GM.
  • Extra Talents are available, from here.

A FEW TALENTS MORE
by Curtis Gibson

Ah, Talents; those fun and useful little abilities somewhere between Powers and Skills. Various rulebooks, and this article’s predecessor, A Fistful of Talents (DH41) present quite a number of them.
Why have so many? They can be used in a number of ways; to help build flavor and color in a game world. They can help give real flair for a character. And when introducing someone to Fantasy Hero from that other really popular fantasy game in its revised third edition, having a laundry list of special abilities might help them make the transition by finding character creation a little more familiar.
And beside, who doesn’t like to look at a list of really fun abilities and think to themselves “I want that, and this, and the other one here….”

General Talents

ALERTNESS
The character is very alert, and anytime he makes any kind of Perception Roll, he negates the first -5 in penalties to the roll; this does not affect range penalties, but it does affect any other kind of penalty (cover, darkness, stealth, etc.).
Alertness: 7 Character Points (bought as +5 with All Perception (15 Active Points); Only versus Non-Range Penalties (-1))

ANCESTRAL ENEMY
The character with this Talent has a specific creature type (Dragons, Elves, Trolls, Orcs, etc.) that he has a historical or personal reason to hate and has trained to be better at combat when dealing with them as foes. He gains +1 OCV, DCV, and Damage Class (with any weapon) when fighting his chosen type of enemy.
Ancestral Enemy: 13 Character Points (bought as + 1 OCV, +1 DCV, +1 DC (20 Active Points); Only versus One Racial Type (-½))

ARMORED CASTER
The character has trained to overcome the difficulties in casting spells while in armor. Whatever armor penalties due to encumbrance the character has to his Power Skill Magic roll are halved, rounded in the character’s favor. (-1 becomes no penalty, -3 becomes -1, and so on).
Armored Caster: 4 Character Points (bought as +5 to Power Skill Magic roll (10 Active Points); Only to Offset Armor/Encumbrance Penalties (-1), Can No More Than Halve Penalty (-½))

BATTLEFIELD AWARENESS
The character is very aware of combat around him. He can tell friend from foe within his awareness field. If the character cannot see or hear, he loses this ability. No END Cost.
Battlefield Awareness: 13 Character Points (bought as: Spatial Awareness (Unusual Group), Increased Arc of Perception (360o), Range (32 Active Points); Only to Tell Friend/Foe Positions (-1), Affected as Sight and Hearing (-½))

BOARS’ RUN
The character can move quickly in combat, coming to full speed from launch, and can stop instantly. END Cost: 2.
Boars’ Run: 3 Character Points (bought as Naked Modifier: Combat Acceleration/Deceleration (+¼) for up to 20 Active Points (5 Active Points); Increased Endurance Cost (x2 END, -½))

CLOSE COMBAT BOW SPECIALIST
The character is extra deadly with his bow when at close range (within 6”) and gains an extra 2 DC of killing damage with his attacks. END Cost: 1.
Close Combat Bow Specialist: 8 Character Points (bought as RKA +½d6 (10 Active Points); Limited Range 6” (-¼))

COMBAT ANTICIPATION
The character with this Talent has the uncanny knack to know which way his opponent will dodge. An opponent’s +3 DCV from Dodge is negated by the user of this Talent. Martial Dodges are unaffected (so the target still gets the full +5 DCV). This Talent is considered to be in use all the time.
Combat Anticipation: 5 Character Points (bought as +3 with OCV (15 Active Points); Only to Offset Dodge DCV Modifier (-2))

DEATHBED PARAMEDIC
The character takes one turn, doing nothing else and dropping to 0 DCV the entire time. He then makes a Paramedic Roll and pays the Endurance cost. If the roll is made by 2, then the patient stabilizes, and if he was less than 3 body away from death, is also brought back (the SFX is something like “Mostly Dead”). END Cost: 5.
Deathbed Paramedic: 9 Character Points (bought as: Healing BODY 3d6, Resurrection (50 Active Points); Concentration (0 DCV Throughout, Character is Totally Unaware of Nearby Events, -1½), Extra Time (Post-Segment 12, Character May Take No Other Actions, -1½), Gestures (-¼), Only to Stabilize Bleeding/Heal to 1 BODY Away from Death (-1), Requires a Paramedic Roll (-1 per 20 Active Points, -¼))

ENJOYS THE CHALLENGE
Characters with this Talent really relish pitting themselves against others in contests of skill; when he gets into a situation where is being tried by someone else, he seems to do better. The character gains +4 with all skills, but can only use them in an opposed skill roll check.
Enjoys the Challenge: 11 Character Points (bought as +4 with All Non-Combat Skills (32 Active Points); Only for Opposed Skill Rolls (-2))

EXTRA SPELL SLOT
The character with this Talent has one more spell slot available than the normal INT/5.
Extra Spell Slot: 2 Character Points (bought as +5 INT, Only for Calculating the Number of Spells Active (-1½))

FEARFUL PRESENCE
The user of this Talent is very good at frightening others, and has a fearsome visage and/or demeanor. He gains +4d6 on fear-based PRE Attacks.
Fearful Presence: 8 Character Points (bought as +20 PRE (20 Active Points); Attack Only (-1), Fear-based Only (-½))

FOLLOW THROUGH
The character is very adept at combat movement, and can move into the hex of a dropped enemy automatically after the enemy drops. END Cost: 1.
Follow Through: 3 Character Points (bought As Running 1”, Trigger (Takes No Time, Resets Automatically Immediately after It Activates, +1) (4 Active Points); Only to Move into the Hex of Opponent That Just Went Down (-½))

GREAT HELPER
This Talent if for characters that help others in what they do. It grants them +4 with any skill, but only when Assisting another with the skill. Commonly used for assistants or master teachers.
Great Helper: 11 Character Points (bought as +4 with All Non-Combat Skills (32 Active Points); Only for Assisting Another (-2))

HARDY
The character is extremely resistant to damage, and 1 point of his base PD & ED are Resistant. A favorite of those barbarians that don’t wear much armor.
Hardy: 1 Character Point (bought as Damage Resistance (1 PD/1 ED))

IMPROVED DISPEL
A character with this Talent is exceptionally good at dispelling magic. Anytime the caster uses a dispel spell, he may spend the END for this Talent and add +5d6 to the Dispel. END Cost: 2.
Improved Dispel: 13 Character Points (bought as Dispel +5d6, Variable Special Effects (Any One Magical Effect, +¼) (19 Active Points); Variable Limitation -½ [takes -1 worth of limitations that the original spell has: usually Gestures, Incantation and Requires a Skill Roll])

INSTANT SHIELD BASH
The character who takes this Talent has trained to be able to take advantage of openings in combat, and if he makes an attack by 2 or more, he gets a free shield bash attack in. The damage of this is the normal damage for the shield bash, but the character does not take the OCV penalty usually associated with the bash. END Cost: 3.
Instant Shield Bash: 13 Character Points (bought as Hand Attack +3d6, Trigger (Makes an Attack by -2, Takes No Time, Requires a Zero Phase Action to Reset, +¾) (26 Active Points); Hand Attack (-½), OIF (-½))

IRON STOMACH
The character can eat spoiled or generally inedible food, or drink brackish and salt water, and suffer no ill effects. It is as if he ate normal food.
Iron Stomach: 1 Character Point (bought as Life Support (Eating: Spoiled or Inedible Food, Brackish or Salt Water))

KICK UP, PICK UP
The character is very talented at using his feet, and can do a quick kick on an object to flick it to his hand. Flipping an object to his hand in this way takes no time. A favored Talent of fencers. END Cost: 1.
Kick Up, Pick Up: 4 Character Points (bought as Telekinesis (3 STR), Trigger (Takes No Time, Resets Automatically Immediately after It Activates, +1) (9 Active Points); No Range (-½), Only to Pick up Small Objects on the Ground (-1))

MANA STEALER
The character has the ability to siphon just a bit of Mana from any spell that targets him (aside from those he casts himself). He gains 1 Mana for each spell cast on him (this could be another mage casting a helpful spell, or an opponent casting a damaging spell). If multiple spells hit the target, then he gains 1 Mana from each one. The siphoning is not automatic; the character has to roll 14 or less for each chance. This Talent costs no Endurance.
Mana Stealer: 9 Character Points (bought as Healing Mana Battery 1 point (standard effect: 1 point), Reduced Endurance (0 END, ½), Trigger (Takes No Time, Trigger Resets Automatically Immediately after It Activates, +1), Decreased Re-use Duration 1/Segment (2) (13 Active Points); Activation Roll 14- (-½))

MASSIVE ATTACK
The character with this Talent has learned a type of attack that is so intense that is virtually impossible to ignore. The character makes a normal melee attack, and rolls 10d6. This is applied to the target’s CON, and if beats the CON+10, then the target engages the character. All rules for Mind Control apply, including the first breakout roll, and all negative modifiers for rolling greater than the needed effect.
This ability costs 6 END to initiate and 3 END per phase to maintain. The character must stay engaged with the target (with normal attacks and defenses) to keep this Talent going.
Like the Really Impressive Talent, this is an example of a world class combatant, one that can distract or face down an enemy due to skill and reputation.
Massive Attack: 14 Character Points (bought as Mind Control 10d6 (Human Class of Minds), Telepathic (+¼) (62 Active Points); Based on CON (versus Mental Defense, -1), User Must Spend Each Phase Attacking to Maintain (-1), Restrainable (-½), Single Command: Attack/Defend against ME! (-½), Costs END to Maintain (Half END Cost, -¼))

MASTER GRAPPLER
The character with this Talent is very good at holding onto an opponent. He adds 10 STR to his effective STR when holding someone; this is in addition to any martial maneuvers he may have. It does not affect damage.
Master Grappler: 6 Character Points (bought as +10 STR, Reduced Endurance (0 END, +½) (15 Active Points); Only for Holding on with Grabs (-1), No Figured Characteristics (-½))

MASTER HELMSMAN
The character with this Talent is always welcome on shipboard. When he takes the helm the ship moves faster; whatever it’s noncombat movement multiplier is, increase it by one, so a standard x2 would become a x3. This takes exceptional concentration, so when in use the character is at 0 DCV. The increase in speed happens a Turn after the character takes the helm.
Master Helmsmen: 8 Character Points (bought as Swimming 0” (2” Total) (x4 Noncombat), Reduced Endurance (0 END, ½), Usable As Attack (x8000 Maximum Weight per Inanimate Target, +4¼) (29 Active Points); Only Adds (x1) to Speed, Not Doubling (i.e. from x2 to x3 or x4 to x5) (-1), Concentration (0 DCV Throughout, -1), Extra Time (Post-Segment 12, Only to Activate, -¾))

MASTER OF KNOWLEDGE
This character knows a little bit about everything. He can make an 8- skill check with any Knowledge Skill he wishes to attempt.
Master of Knowledge: 10 Character Points (bought as Universal Knowledge (20 Active Points); Activation 8- (-1))

MASTER OF MINOR MAGICS
The caster has mastered the ability to cast minor spells. He gains a +4 to his Power Skill Magic Roll, but only when casting spells that have a -1 or a -2 Magic modifier due to Active Points. These levels are not just offsetting penalties; the net effect of a -2 spell with this Talent is a +2 to the Magic Roll. Note that if the character has levels to negate Magic penalties due to Active Points, such as the Talent These Spells Aren’t That Tough to Cast, that would bring the adjusted penalty to -2 or less, then this Talent also applies.
Master of Minor Magics: 4 Character Points (bought as + 4 to Power Skill Magic Roll (8 Active Points); Only when Casting Spells with a -1 or a -2 Magic modifier (-1))

MYSTIC TRANCE
The character can drop into a meditative trance and while in the trance, he can recover Mana. The character can take no other actions, and is at 0 DCV throughout this trance. The recovery of Mana starts five minutes after the meditation begins, and the character gains 1 END per Minute, not to exceed half of his Mana pool.
Mystic Trance: 1 Character Points (bought as 1 REC for Mana Pool (1 Active Point); Extra Time (5 Minutes, Only to Activate, Character May Take No Other Actions, -1¼), Concentration (0 DCV Throughout, -1), Extra Time (1 Minute between Applications, -½), Cannot Recover More Than Half of Mana Pool (-½))

PACK MULE
The character can carry much more than normal. His STR is increased by 10 for purposes of figured encumbrance. This Talent costs no Endurance, and is considered in effect all the time.
Pack Mule: 4 Character Points (bought as +10 STR, Reduced Endurance (0 END, +½) (15 Active Points); Only for Calculating Encumbrance (-2), No Figured Characteristics (-½))

PAIRED BLADES DEFENSES
A character with this Talent is skilled at defending when holding two weapons. The character needs to have purchased Weapon Familiarity: Off Hand to use this Talent; but with it, he gains an additional +1 DCV with a blade in each hand.
Paired Blades Defenses: 3 Character Points (bought as +1 with DCV (5 Active Points); OIF (-½), Only with a Weapon in Each Hand (-¼), Requires WF: Off Hand (-0))

PATIENT
A character with this Talent gains bonuses to hit by waiting for just the right time to attack. If the character uses one Phase for a defensive action (Dodge, Block, etc.), then on his next Phase attacks, he gains +2 OCV. If he spends two Phases performing defensive actions then attacks, he gains +4 OCV.
Patient: 11 Character Points (bought as +4 with OCV (20 Active Points); Only Gets +2 OCV for each Defensive Action in Previous Phases (-¾)

REALLY IMPRESSIVE
This Talent represents a character who is so impressive in combat that he daunts those he fights with his skill and displays of combat expertise. Any target fighting him in hand-to-hand combat is at -2 OCV to hit him. Obviously this Talent only works on those that can be impressed by his swordplay – and thus does not work on those that have no mind, or those with a base CV of 2 over the character’s. The motions that the character add are somewhat tiring, and take 1 END per Phase he keeps up the intimidation.
Really Impressive: 6 Character Points (bought as Change Environment 1” radius, -2 OCV, Personal Immunity (+¼) (12 Active Points); No Range (-½), Only versus Sentient Beings (-¼), Not versus Targets That Have a CV of 2 over Character’s (-¼))

REINFORCED SOUL
The character is resistant to Werewolf and Vampire Bites, Undead Characteristic Drains, and certain Demon or Devil attacks. The character gains 5 points of Power Defense against the natural (or rather, unnatural) attacks of such creatures. This has no effect on any spell, even if from the same beings.
Reinforced Soul: 2 Character Points (bought as Power Defense (5 points) (5 Active Points); Only versus the Natural Abilities (Not Magic) of Demons, Devils, Lycanthropes, etc.) (-1))

RITUAL MASTER
A character with this Talent has a real knack when taking extra time to cast a spell. For each step up on the time chart, he gains +2 to his roll, rather than the customary +1.
Ritual Master: 5 Character Points (bought as +6 to Power Skill Magic Roll (12 Active Points); Adds +1 per Step on the Time Chart (in Addition to the One Normally Gained) (-1½))

SOLID GRIP
The character has a knack for hanging on to his weapon. When making a STR versus STR Roll to defend against a Disarm the character adds +30 STR. This is cumulative with other modifiers, such as bonuses for martial maneuvers. There is no Endurance cost.
Solid Grip: 7 Character Points (bought as Clinging (STR + 30) (20 Active Points); Only to Hold onto Held Weapon (-2))

TOUGHENED PERSONAL ARMOR
This Talent represents characters who already have armor as a racial ability, and are just much tougher than others of his race. Only those that have natural armor can purchase this Talent.
Toughened Personal Armor: 5 Character Points (bought as Armor (2 PD/2 ED) (6 Active Points); Only to Add to Personal Natural Armor (-¼))

ULTIMATE BREAKFALL
The character is very very good at taking falls. Any time he falls, is knocked back, or is thrown, he takes half damage after defenses. This is a common Talent for Monks.
Ultimate Breakfall: 10 Character Points (bought as Physical Damage Reduction 50% (20 Active Points); Only against Damage from Falls, Knockback, or Throws (-1))

  • Starting money
    All characters start with 10D6 gold crowns for starting currency. This can be modified by taking an advantage or disadvantage as listed here. These (dis)advantages may only be taken as a starting character.
  • The optional shield rules (in the list of references) will be used.
  • Hit locations will be used. (Players should roll to hit and declare the DCV they hit. If a hit is scored, roll damage and appropriate dice for location simultaneously). Alternately, the players will roll damage, and the GM will roll location.
  • All characters start with the following 8- Familiarities for free. Most of them may be bought as normal skills for the normal points. Those that cannot be improved are marked NI.

Acrobatics
This skill is used for balancing on things, swinging on ropes and so forth in an heroic and swashbuckling fashion.
Acting
This is what you use to bluff, lie, and otherwise deceive others. Not that you’d ever do that. It would be wrong. Also, you can use it in combat as a Half-Phase action to feint.
Area Knowledge: The World NI
General knowledge about the geography and sociology of the world. This is a very broad subject, and therefore it’s unlikely that you’d have much detailed knowledge about any single subject, but at least it’s something. Additional levels of knowledge must be specific to kingdom level or smaller.
Breakfall
This skill can allow you to reduce the amount of damage you take from falling, or to get up after being knocked down without wasting a half-Phase (roll is at -1 per 1" fallen or 1" of knockback).
Climbing
You’ll be needing this skill to safely climb anything more difficult than a ladder. A failed roll usually just means you make no progress, but a badly failed roll can be a tad more tragic — then you might need to try out your Breakfall skill.
Concealment
This is the skill you use for hiding things, and also for hiding yourself. It’s not the same as Stealth (see below).
Conversation
You can use this skill to get information out of people without letting them know that they’re being pumped. Naturally, if they’re suspicious it makes the job harder.
Deduction NI
If all else fails, and you just can’t figure out the situation from the GM’s masterful sprinkling of clues, you can try this skill to find an answer.
Language
You get full fluency (but not literacy) in your native tongue for free. Note that the Common Tongue isn’t actually anybody’s native tongue; it’s more closely analogous to Latin or Greek in medieval European society. (i.e. Most everyone speaks at least a smattering of it, but very few are really fluent.)
Paramedic
This is just first aid, not proper doctoring. A really great roll might return a point of BODY, but normally a success will just stabilize the patient and stop them bleeding to death. The roll is at -1 per point of BODY below zero.
Persuasion
If you need to talk somebody into doing something, not doing something or letting you do something (and so forth), this is the skill you need.
Professional Skill (player’s choice)
This is whatever profession you had before you took up the high-stakes glamour career of the Adventurer.
Shadowing
This skill allows you to follow someone (or some thing) without being seen yourself. It’s not the same as Tracking.
Sleight of Hand
You use Sleight of Hand for palming small objects, shoplifting, picking pockets, or even just feeding your broccoli to the dog without your hostess noticing.
Stealth
If you need to be sneaky on the move, use Stealth. If you’re static, then Concealment is almost always more appropriate.
Trading
This is the skill you need to get by without paying three times what anything is worth, or to get a good price for your ill-gotten loot.

Also, depending on the character’s background, one of the following:

Bureaucrat
This skill is most appropriate for a townsman, and aids in dealing with any kind of bureaucracy, such as law officers, government officials and the like. It will allow you to pinpoint just who you should be dealing with to get results, and to avoid those whose function is to fob you off.
High Society
This is the skill for upper-class types, allowing you to move through polite society without making too many awful social gaffes. You will know who’s who in society, and be more-or-less up to date with the gossip.
Streetwise
This is the skill you’ll need for survival among the urban poor, and it will allow you to avoid enraging street gangs, to fence any “sensitive” loot, and (hopefully) stay below the notice of the authorities.
Survival (one environment)
If your character comes from a rural background, you can take this skill for the appropriate environment. A successful Survival roll will allow you to find food and shelter to survive for a day; for each point you make the roll by, you can support one more person.

Missile Deflection
Only the 5 and 10 point ability may be bought, and a character must have at least that many points in a martial arts package already (and approved by the GM, of course) to purchase MD.

Weapon Groups

The following weapon groups are available in this campaign:
Common Melee Weapons (3pts)
Unarmed Combat (1pt)
Clubs (1pt)
Axes, Maces, and Picks (1pt)
Pole Arms (1pt)
Swords (1pt)
Two-handed Weapons (1pt)
Uncommon Melee Weapons (Group not available)
Flails (1pt)
Lances (1pt)
Quarterstaff (1pt)
Whip (1pt)
Common Missile Weapons (Group not available)
Bows (2pt)
Crossbows (1pt)
Javelins (1pt)
Thrown knives/axes (1pt)
Uncommon Missile Weapons (Group not available)
Sling(1pt)
Staff Sling (1pt)

Transport Familiarity

Riding Animals
Horses, Donkeys, Mules, etc. (1pt per, 3 pts group)
Camels (1pt)
Huge Beasts (Elephants, etc.) (1 pt each, group skill possible at GM discretion)

Flying Beasts (2 pt each, group skill possible at GM discretion)

Water Vehicles
Boats: any vehicles which go on top of water (1pt each, 3 pts for tight group (small/med/large), 5 pts for all)

Transport Vehicles (3 pt group)

Two or four wheeled, single draft animal (includes chariots and small wagons) (1 pt)
Four wheeled, multiple animal (1 pt)

Other types of TF may be available (skiing, snowshoeing, etc) at GM’s discretion.

The Scientist Skill enhancer is not available. Scholar would be the appropriate catch all for this.

Followers and bases:
Generally, followers and bases are not available until PCs have gained significant fame/experience. This is up to the GM. Followers can never be more than 1/2 the total pts of the PC.

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Campaign Specific Rules

Julan Campaign Wylann