Rules Addendum to Fantasy Hero

By Jonas Cedher

- Fighting with Two Weapons
Fighting with a two weapon combination is always a mess for the game master trying to keep balance in the game. Here is my suggestion for doing it in Fantasy Hero.
The character require the Weapon maneuver: Sweep (se below), familiarity on the weapons and ambidexterity (or suffer the -3 penalty on one attack). In combat it has following effect. he can attack several opponents (preferably two) as the rules in sweep maneuver. If facing one opponent he can save one weapon as a parry weapon (+1 DCV) and attack as normal with the other one. Or optionally do two single attacks as in the sweep maneuver.

- Weapon Maneuver - Sweep (3pts)
    This special ability helps a skilled character with a light fast weapon or a heavy slashing weapon to attack multiple opponents in a single blow (or several small fast blows).
A character using this skill gets -2 OCV for each opponent he tries to strike (including the first), in addition to that he suffers a -1 DC for each opponent.

Example: A character with a OCV of 7 and doing 1½D6 damage attacking two opponents gets a OCV of 3 against each of them and is doing 1D6 damage to each of them.

· Detect Magic (3/2 - Int, Ego or Pre)
 This spell is replaced with a magical skill, Magic Perception, correspondent to the RM skill Power Perception, it’s a magical skill and can only be bought by magic users. It has a cost of 3/2 and is based on either INT, EGO or PRE, depending on the realm of the user. The skill must be announced to use unless there is very strong flows of essence, it will also make it possible for the user to detect magical traps etc.

· Endurance Cost
 The Endurance cost for casting spells is changed to a new characteristic called POWer, it’s based on 2x EGO instead of CON and cost ½ as END. The cost for using spells is also to low, and should be as according to the old FH rules, 1 POW/ 5 Active pts.

· Magic Roll
 All spells should be bought with the Limitation: Req. MR (+1/2 Lim.)

· Healing
 I strongly recommend for all GM’s to limit the almighty healers, by for example adding a limitation to healing that makes it take at least an hour or so for a wounded character. I know myself that it’s a bit frustrating to have mortally wounded characters up and running by the end of the turn, this way they don’t feel quite so immortal.

Another rule I use as GM is that no wound/person may be healed more than once, any hits remaining should be healed either by herb’s or normal recovery.

· Wounds
More severe wounds should take longer time recover, one way to show this is to give recovery an multiplier.

Impairing Wounds should take 1.5 times longer to recover from.

Disabling Wounds should take 3 times longer to recover from.

Impairment Time Table (2D6)

2d6 Time of Impairment
2 One Turn
3 One Minute
4 Five Minutes
5 One Hour
6 1D6 Hours
7 2D6 Hours
8 2D+12 Hours
9 1D3 Days
10 1D6 Days
11 2D6 Days
12 1D3 Weeks

Note! Magic or herbs can heal an Impairing wound in a matter of minutes, Healing should reduce the impairment time but never nullify it, what should be a couple of days becomes a couple of hours after the healing, just reduce one severity on the time scale i.e. one hour becomes one minute.

Disabling wounds induces a massive shock to the body so they can never be completely healed by magic or herbs that effects the hits only, they have to be restored by specific magic or herbs i.e. a restore spell or herbs that gives new organs or limbs back, the wounds can also be treated by surgery, something most fantasy worlds are without.

FH Stats for Shadow World races