URBAN FANTASY HERO. Sample file. A Genre Book for the HERO System

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URBAN FANTASY HERO A Genre Book for the HERO System Author: Steven S. Long Additional Contributions: Jason Walters, Dean Shomshak Editing and Development: Darren Watts Layout and Graphic Design: Andy Mathews with Fred Hicks Cover Art: Ted Kim Cartography: John Lees Interior Art: Dan Christensen, Andrew Dobell, Brendon Fraim, Brian Fraim, Bradley McDevitt, Shawn Murray, Purwanggoro Satriohadi, Jason Williford Special Thanks: We d like to thank the fans on the Hero Games message boards who so enthusiastically discussed this book and offered suggestions for what to include in it. You re all Heroes! HERO System TM is DOJ, Inc. s trademark for its roleplaying system. HERO System 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Champions 1981-2008 Cryptic Studios, Inc. All rights reserved. Champions is a trademark of Cryptic Studios, Inc. Champions is used under license from Cryptic Studios, Inc. Fantasy Hero 2003 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Dark Champions 2004 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Pulp Hero 2005 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Urban Fantasy Hero 2007 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Star Hero, Justice Inc., Danger International, and Western Hero 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved. No part of this book may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or computerization, or by any information storage and retrieval system, without permission in writing from the Publisher: DOJ, Inc., 226 E. 54th Street, #605, New York, NY 10022-48541. Printed in Canada. First printing December 2008 Produced and distributed by DOJ, Inc. d/b/a Hero Games. Stock Number: DOJHERO515 ISBN: 978-1-58366-113-0 www.herogames.com www.champions-online.com www.crypticstudios.com

INTRODUCTION...5 CHAPTER ONE: THE URBAN FANTASY GENRE URBAN FANTASY...8 OTHER URBAN FANTASY ELEMENTS... 9 URBAN FANTASY SUBGENRES...14 HIDDEN HISTORY... 14 LOW URBAN FANTASY... 16 MONSTER HUNTERS... 17 MONSTER WARFARE... 17 OPEN MAGIC... 18 MIXING GENRES...20 META-GENRES... 20 Comedy... 20 Horror... 20 Mystery... 21 Romance... 21 Tragedy... 21 OTHER GENRES... 22 Champions... 22 Dark Champions... 22 Fantasy Hero... 22 Changing Modern:... 22 CHAPTER TWO: URBAN FANTASY CHARACTER CREATION PACKAGE DEALS...24 ANACHRONISM PACKAGE DEAL... 24 ANIMAL-MAN PACKAGE DEAL... 25 CLERIC PACKAGE DEAL... 26 CYBERMANCER PACKAGE DEAL... 27 FAE-BLOODED PACKAGE DEAL... 28 LYCANTHROPE PACKAGE DEAL... 28 MUSICIAN PACKAGE DEAL... 30 MYSTIC DETECTIVE PACKAGE DEAL... 30 SCHOLAR PACKAGE DEAL... 32 SENSITIVE PACKAGE DEAL... 33 SHAMAN PACKAGE DEAL... 33 VAMPIRE PACKAGE DEAL... 34 WIZARD PACKAGE DEAL... 35 GAME ELEMENTS...37 CHARACTERISTICS... 37 SKILLS... 38 PERKS... 41 TALENTS... 42 POWERS AND POWER MODIFIERS... 43 DISADVANTAGES... 46 EQUIPMENT... 49 Table of Contents CHAPTER THREE: GAMEMASTERING URBAN FANTASY CREATING A CAMPAIGN...52 THE MAGIC... 52 Types Of Magic... 52 The Power Of Magic... 53 Commonality Of Magic... 55 CHARACTER GUIDELINES... 58 CAMPAIGN TONE... 60 CAMPAIGN THEME... 61 CAMPAIGN TYPES... 62 Subgenre... 62 ADVENTURE STRUCTURE... 65 RUNNING THE GAME...65 Adventure Structure... 65 Plotting... 66 AND NPCS...68 VILLAINS... 68 Villain Qualities... 68 Villain Archetypes... 69 NON-PLAYER CHARACTERS... 71 NPC Archetypes... 72 CHAPTER FOUR: MAGIC IN THE STREETS: AN URBAN FANTASY SOURCEBOOK HUDSON CITY SHADOWS...74 BACKGROUND... 74 HUDSON CITY AS AN URBAN FANTASY SETTING... 75 Mystic Locations... 77 Mystic Items... 77 THE MAGIC OF HUDSON CITY SHADOWS... 78 Magic In Game Terms... 79 Cryomancy... 80 Demonology... 81 Fulmomancy... 83 High Magic... 85 Pyromancy... 86 Sorcery... 88 Tenebromancy... 90 Other Spells... 91 THE MYSTIC WORLD... 92 Human Mages... 92 Ambrose Stone... 93 Cynthia Athame... 95 Juanita Barbaroux... 97 Alexander Burnside... 99 Jim Schoen... 101 The Vampyri... 102 Herzek Vasc... 105 Soren Skel... 106 Vampyri Hunter... 107 The Fae Folk... 108 Prince Oberon... 109 The Midnight Queen... 110 Faerie... 111 The Haunts... 113 PLOT SEEDS... 113 INVASIVE SPECIES...115 INTRODUCTION... 115 A BRIEF PUBLIC HISTORY OF RENO... 115 THE HIDDEN HISTORY OF RENO... 117 SENSE AND SENSIBILITY IN INVASIVE SPECIES... 118 MAGIC IN INVASIVE SPECIES... 119 THE NATIVE-NEWCOMER WAR... 120 THE MYTHOLOGIES... 120 The Homeless... 121 Dust Coyotes... 122 Liver Women... 123 Sesquac... 124 The One-Percenters... 124 The Demimonde... 127 La Raza Misteriosa... 131 Chupacabra... 133 La Llorona... 134 Momias de Guanajuato... 135 Yama Doota... 136 Chordewa... 137 Rakshasa... 140 The Danites... 141 CHARACTER CREATION... 144 INVASIVE SPECIES PLOT SEEDS... 144 THE SIXTH SUN...145 SIXTH SUN SOCIETY... 146 CHARACTER CREATION... 148 MAGIC... 149 The Basics... 149 Offensive Spells... 153 Defensive Spells... 157 Sensory Spells... 159 Movement Spells... 160 Black Magic... 161 Cybermancy... 163 Rune Magic... 165 Shamanism... 167 Voodoo... 171 Enchanted Items... 174 BESTIARY... 175 City Elemental... 175 Smog Elemental... 176 CAMPAIGN AND PLOT IDEAS... 177 LINES OF CONTENTION...178 ADVENTURE BACKGROUND... 178 ADVENTURE SUMMARY... 178 RUNNING LINES OF CONTENTION... 180 HUDSON CITY LEY LINES... 180 PART ONE: THE SACRIFICE OF TARA GRISWOLD... 182 PART TWO: THE RITUAL OF THE HANDLES.183 PART THREE: THE RITUAL OF MOVEMENT.185 DRAMATIS PERSONAE... 185 Leo Kane... 185 Wild Cards... 187 CHARACTER CREATION... 188 THE POWERS OF THE MAGUS... 188 Gifts By Ascension... 189 Thaumaturgy Spells... 192 BIBLIOGRAPHY...200

Urban Fantasy Hero 5 INTRODUCTION Fantasy is one of the most popular genres of speculative fiction but not all Fantasy takes place in alternate worlds where wizards battle dragons, elves and dwarves go to war against armies of orcs, and bold adventurers delve in long-lost dungeons for hidden treasures. Some Fantasy stories examine the issues and dramatic potential raised by this question: What would happen if magic and magical creatures existed in the real world? Would professional spellcasters work for corporations, or would the use of magic be limited to a tiny group of believers that keeps its existence and powers secret? Would vampires prey on humanity, try to coexist peacefully with it, or something else? Could someone use magic to affect the stock market, the balance of world power, an election, or a sporting event? The answers to these questions, and countless more like them, depend on the individual storyteller, but they all revolve around the common theme of mixing magic (of some type) with the modern world of automobiles, computers, nineto-five jobs, and fast food. It s this theme that defines the genre known as Urban Fantasy. Urban Fantasy Hero is your guide to this genre (or perhaps more accurately, subgenre of Fantasy) for gaming. It provides all the resources you need to use the HERO System to create Urban Fantasy characters and adventures just like those you ve read about or seen on TV or that you ve dreamed up yourself to be nothing like anything that s come before. Like Hero s other genre books, you can think of it as a sort of instruction manual that shows you how to use the HERO System 5 th Edition, Revised toolkit to create the best, most interesting characters and campaigns possible. Chapter One, Magic Meets The Mundane: The Urban Fantasy Genre, reviews the genre as a whole, including its subgenres (such as Hidden History, Monster Hunting, and Open Magic), major elements and themes, and how it interacts with other genres and metagenres. If you don t know much about the genre, or you re looking for some inspiration for a character or campaign, read through this chapter and soon you ll have all sorts of ideas. Chapter Two, The Wonders Of Creation: Urban Fantasy Character Creation, covers the topic of creating characters for Urban Fantasy Hero games. It has two sections. The first includes Package Deals for Urban Fantasy characters. It includes a mix of Packages representing races, professions, and backgrounds that often appear in Urban Fantasy stories. The second reviews the HERO System character creation elements like Skill and Powers, discussing how best to use them in the genre and providing expanded or optional rules for them when necessary. Chapter Three, Stories Of Magic And Wonder: Gamemastering Urban Fantasy Hero, is for the GM s eyes only. It provides general guidelines and advice for running Urban Fantasy games, ranging from deciding what type(s) of magic exist in the campaign (and how powerful and well-known they are), to campaigning with low-powered characters, to dealing with the existence of enchanted items. It also covers campaign style and tone, and how best to use the classic villains and NPCs of the genre. Chapter Four Magic In The Streets: A Urban Fantasy Sourcebook, provides settings, scenarios, and other resources GMs and players can use in their Urban Fantasy games. They include: Hudson City Shadows, in which the PCs are part of the Shadow World of wizards and magical creatures that exists in hidden places within the metropolis of Hudson City; Invasive Species, in which the native mystical creatures of Reno, Nevada must cope with the arrival of newcomers; The Sixth Sun, in which the pagan gods of old have remade the world so that magic exists, wizards are commonplace, and mystical power has become as important in society as technology; and Lines Of Contention, in which a magus s attempt to alter the ley lines in Hudson City could spell disaster. Some of the settings include example characters, maps and detailed descriptions of specific areas the GM can use in his game. Lastly, the book concludes with a Bibliography of Urban Fantasy literature and movies. It offers plenty of sources of inspiration for players and GMs alike. So, make sure you have your crucifix and your best spells ready, and check the darkened alleys for lurking horrors it s time to brave the secret-haunted streets of Urban Fantasy Hero!

6 Hero System 5 th Edition Revised OTHER RESOURCES In addition to Urban Fantasy Hero, Hero Games publishes many other books Urban Fantasy gamers may find useful. These include: Fantasy Hero, which has detailed information on various Fantasy elements, including an extensive chapter on designing magic systems and spells. Various Fantasy Hero supplements, such as The Fantasy Hero Grimoires and Monsters, Minions, And Marauders, also include resources you can adapt to Urban Fantasy gaming. The Ultimate Mystic provides detailed information about magic, characters that use it, and its role in gaming campaigns. It s invaluable for Urban Fantasy games and characters, and as such is referred to in many places throughout this book (particularly Chapter Two). It includes HERO System information for various types of real-world magic, such as Shamanism and Voodoo. (If your campaign involves a lot of the latter, you might also want to look at Hero Plus Adventure #17, Strange Magics: Voodoo.) The HERO System Bestiary, a collection of 180 monsters and animals that will provide any GM with plenty of adversaries for the PCs. For example, it includes basic character sheets for vampires and zombies, two monsters often encountered in certain types of Urban Fantasy. Dark Champions, the genre book for modern-day action-adventure. It contains all sorts of resources that are appropriate for many Urban Fantasy games. For example, if you want your Urban Fantasy PC to be a (former or current) cop, soldier, or spy, you won t find Package Deals for those professions in this book you ll find them in Dark Champions. It also includes plenty of information on guns, body armor, and other modern-day equipment. The HERO System Equipment Guide, a compendium of gear covering all time periods and genres (and which includes the equipment from Dark Champions). Whether your Urban Fantasy characters wield ancestral katanas hundreds of years old or the latest Uzi submachine guns, the Equipment Guide has the information they need to get the most of out of their gear.

Chapter 1 M A G I C M E E T S T H E M U N D A N E T H E U R B A N F A N T A S Y G E N R E