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.