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Jeffs Fantasy Hero Greyhawk Campaign

STRength Because strength plays such an important role in Fantasy Hero the default 1
character point per strength point is not in effect. Instead each point of strength will cost 2
character points.
SPD The maximum allowable SPD for player characters is 6 with 5 being the NCM.
Turns will be based on 6 segments.
Combat Skill Levels Starting characters cannot combat skill levels such that any
particular weapon receives more than +4 in skill levels. This also pertains to penalty skill
levels towards hit location.
Paramedics For every 1 pt. wound taken, this skill can be used to treat the wound such
that at the end of the day the wound will be completely healed. Also, for each day that a
successful roll is made on an injured character, healing will occur at a daily rate of
REC/10 rounded up.
Base time for the 1 hp rule 5 minutes/wound.
Base time for daily recovery 5 minutes per wound, 2x day. More if conditions
demand (combat, dirty environment, etc.)

Of Elves and Dwarves


Elves:
Loyalties within the elvish people are a quite a bit different than is found within the
nations of humanity. Elvin culture is driven by an internal emotional force called manchi
which represents devotion. Manchi flows upward to the nobility in general and the
leadership feels no similar manchi to others. The leaders tend to flow along family lines
forming dynasties of such. The manchi, in general, supersedes all other bonds, even that
of family. Manchi is not something that a individual chooses, but rather it is part of the
maturation process as an elf develops into adulthood. Such devotion of the ranks to the
leaders can never be taken totally for granted, for if the leader proves to be a fool or
works continually against the best interest of his clan an elf will break with that leader
and will be cast adrift until his manchi draws him to another leader who demonstrates
greatest leadership.
All families in the leadership roles, are almost always without feelings of manchi. But
the same is also true for those born into non-leadership families. This doesnt happen
often, but it is not entirely rare. These individuals never do quite fit into elvish society
proper. Leaders do not fully trust them since they are never certain of their devotion and
the society as a whole does not feel comfortable with these individuals. They have the
potential to create havoc with the social dynamics of the society. While many such elves
do stay and serve the community on the fringes, many leave their homes and become
wanders and explorers. Sometimes they join the society of humans and demi-humans.
They never do quite fit in with the other races as often they are somewhat mistrusted
because of their innate physical abilities and potential magic use.
These loners have the capability to draw the manchi of elves who have such normal
emotions. It is not unheard of for new tribes to form in this manner. If the tribe reaches a
certain size then it will be recognized by other elvish nobility and they will allow for
intermarriage with the one without manchi. Those born of such relationships will most
likely be born without feelings of manchi.
For player characters, they will most likely come to the game as one of those without
feelings of manchi. The remains the possibility for followers (devoted) to be purchased
through the course of the game.
Elves, and especially, feel distrust of the human nations. Since the humans have no
manchi and their loyalties can change over such superficial (to elves that is) reasons,
they feel that humans are too unpredictable. Due to their longevity elves are more patient
and long-term in their thinking and believe humans to be too impetuous. While they do
hold, in general, good relations with human nations which surround them, elves remain
very secretive with their neighbors regarding the specifics of their own nations.

Elves relationships with Dwarves is a bit more evasive than that with humans. While
dwarves enjoy the benefits of longevity that is greater than humans, their more expansive
emotional range makes elves even more suspicious of the stability of entering into any
relationship.
Dwarves, social structure is centered around familial clans. Bloodlines play an important
role in acceptance and structure for dwarfish society. Clans increase in size an will often
splinter into sub-groups with strong leaders vying for control. Smaller clans will for
alliances and pacts to enable them to compete with the larger clans.
Emotionally dwarves experience a great wider distribution than even humans. Dwarves
often hit the extremes on both ends, with elves being a tight distribution in the center.
Dwarfs tend to treat people with either great friendliness or great distrust. Their emotions
tend to be strongly felt and publically demonstrated. Likewise, they can be either very
generous or incredibly stingy. They are capable for the greatest acts of heroism or
cowardice.
While the dwarves have strong familial ties, it is not uncommon for them to leave
families to explore, speculate and to migrate.
While dwarves are found throughout the Flaeness, due to their natural racial tendencies,
often are clustered in mountainous and hilly regions. As a race, they possess great skill in
working metal and stone. Rumors abound about riches hoarded in dwarven citadels, some
of those rumors are quite true. But that wealth makes the looting of their cities on the
minds of not a few humans, humanoids, giants as well as other dwarven tribes.

Demi-human packages
The packages allow the demi-human to go beyond the normal starting point limits
HOWEVER the character must pay for this increase through extra disadvantages.

ELF
NCMs
DEX +2
INT +2
CON -2
BODY -2
Powers
Mental Def 5pts
Power Def
5pts
Sight Per
+1
Night Vision
LS: Dim eat
LS: Dim Sleep

Cost
5 pts
5 pts
2 pts
5 pts
1 pt
1 pt.
19 pts

DWARF
NCMs
STR +2
CON +2
BODY +2
INT -2
DEX -2
COM -4
EGO -1

Powers
Mental Def 5pts
Power Def* 10pts
IR Vision
Bump of Direction**
*
**

Cost
5 pts
5 pts
5 pts
1 pt
16 pts

Only Vs Disease and Poisons


Only while underground -1

-1

Of Character Class Archetypes


Fighter The most common and versatile of the classic classes. This concept fits very
well within this campaign. The fighter comes in many flavors for sailors to mercenaries.
Differentiation is achievable though background and skills.

Ranger Perhaps one of the most popular of the archetypes. Stereotypically they
represent a group of a quasi military force with some mystical abilities dedicated
to living in the wild yet protecting humanity against humanoid threats. And while
this does have a place in the campaign, it does not mean that characters must, or
even should be created using this paradigm. The are a number of professions and
motivations that can define a fighter who has strong wilderness skills from
trappers, guides, spies to simply a person who simply just was raised in a rustic
environment.

Paladin - See Cleric, below.

Thief While this class enjoys a number of skills that often prove useful in most fantasy
games in this campaign their importance as a member of the adventuring party is greatly
reduced. Since the focus will be on a more realistic style locks and intricate traps do
not play a large roles as hazards or obstacles to the progress of an adventure. Those
interested in pursuing this type of character may want to crate a hybrid with a fighter to
produce a brigand of sorts.
Cleric In this campaign players MAY NOT pursue this archetype as a character. The
logic of a character who derives his powers through a deity and is part of a formal sect
will necessarily be under the command of that order and would therefore not be free to
travel an to adventure as he pleases.
Since, however, this type of character has a use in a campaign, hence are the rules
governing the use of divine magic.

Favored - These individuals have been given specific access to divine power.
This is general done to empower a person to carry forth the deity's will. The
powers are generally given for indefinite time period. Such powers must be paid
for with an activation roll as well as a burnout roll. This simulates both the need to
access a non-omniscient and non-omnipotent god. This can also simulate the
deity's fickleness. Needles to say, the character must be on "good behavior" in
relation to the deity's goals and values. Other disadvantages can be added as well.
Those tying the activation of a power to the completion of a specific act may also
be apropos (murder, desecration, donating money, acts of piety, acts of charity,
etc).

Blessed - These are powers granted to individuals as rewards for exemplary deeds
performed in the name of the deity. These powers may be given for a duration and

can be revoked for misdeeds (good deeds in the case of evil deities).
Disadvantages are quite appropriate to the given powers.
Magic-users - Magic in general, and magic users in particular, are not common in this
campaign. Magic is often viewed with suspicion and fear. Those who do practice the arts,
to a degree of proficiency that the player characters are capable, are often in the employ
of nobility or government. Magic is handled the following way:
Characters purchases a Magic Skill for 5 pts. Bonus to skill rolls are paid as
follows: 2 pts for +1 to one list (ex. fire law), 3 pts for +1 to simlar spells
(elementalism), 5 pts for +1 all magic rolls. Skill levels can be purchased with a
focus, with permission from the DM.

Magic is purchased as a multi-power. Incantations and spell roll must be


purchased for a limitation on the multi-power. In general, no other limitation can
be purchased.

Spells are divided into spell lists. Spells must be purchased from pre-approved
lists.

Spells are broken down in levels, with each level equaling a 30 AP incremental
limit. For example, 1-30 pts = 1st level, 31-60 pts = 2nd level. A mage cannot
have more higher level spells than he does lower level spells within a spell list.
For example, If you want to have a third-level spell a mage would have to have at
least one 1st level and one 2nd level spell.

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