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Days of Old Advantages
Regular Advantages[] Steed (25 points) The advantages listed here may not reflect exactly the advantages as they are described in the individual racial listings. These are here both as a quick-reference and so a -
Days of Old Skills
This is a listing of the skills unique to the Days of Old campaign setting. Aerial Combat, Arcane Knowledge, Bardic Magic, Bestiary, Enchanting, Exotic Weaponry, Fletching, Focus Items, Handcasting, Incanting, Lance, Mechanisma, Mechanisma Operation, Mounted -
A Sample of Hero at Heart gameplay
Please note that the following description of a play session does not always follow the rules. The game is designed so that the rules are only a guideline, and the actual play experience is based -
The Thirty-First
An adventure for introducing characters to the ESPER universe The following is a basic adventure for introducing characters to the ESPER game world. Beginning characters will NOT have any knowledge of ESPER, which is usually -
Schools of Magic
There are a number of different Schools of Magic. These schools are methods by which a Mage may build up energy with which to cast a spell. Such Schools include Incantation, Blood Magic, Handcasting, etc -
Melee Combat
When two or more characters come into close melee range of each other and begin attacking, this is considered engaging in melee combat. When a character engaging in melee combat gets a turn, that character -
Starships
This section explains how starships work, how to do battle with starships (including fleet combat), starship equipment, and examples of ships. See Also: Ship Equipment, Creating a Ship, Basic Ship Configurations -
Divination Method
Divination, also referred to as the Mantic arts, is the ancient and time-honored art of discovering information about the past, present, or future, either by supernatural means or by seeing the supernatural in the -
Hero@Heart Wiki
This is your one stop location for everything you need to play the Hero at Heart RPG (except the dice). Every rule, every campaign setting... everything is here for your perusal and use. And it -
Days of Old Magic System
See also: Spheres of Magic, Schools of Magic, Days of Old Spell Effects, Great World Spirits, Minor World Spirits, Divination, Augury, Astrology, Runecasting, Reagentry Any character that is knowledgeable of any kind of magic has -
Creating a Character
The first step in creating a character is to decide what type of a character you want to play. The possibilities in the Hero@Heart are virtually endless. You can play as just about anything -
Jack Grinner
Jack Grinner is the nickname of the Smiling Man, AKA the Tall Man, AKA the Grinning Man, AKA the Watcher. He is an entity of unknown type which has consistently been recorded throughout history as -
Battle Conditions
There are a number of extenuating circumstances under which conditions may change during combat. Most of these, such as injury or attacking a concealed opponent, are dealt with in appropriate locations throughout these rules. However -
Using Psi
Psionics is a power which can very easily create world-shattering effects. As such, a GM should take care in allowing it and when dealing with its use. What happens whenever someone uses Psi is -
Creating New Creatures
There are a lot of monsters available to use within the confines of the ESPER Universe alone. However, this universe contains the nightmares of the entire world, and as such, listing them all would be -
COMBAT RULES
The combat rules can become very complex, but they don't have to be. They are all in place so the GM has something to fall back on if he can't figure out how -
Days of Old Spell Effects
There are a number of effects that a magician can cast, called Spell Effects. A magician can cast a spell effect only if he has purchased it as a Spellweaving skill. Each of them comes -
Damage-Related Penalties
A person can sustain injury to a body part (head, torso, arms, legs, tail, etc) which will cause problems over time and eventually destroy that body part. The number of ranks of injury a character -
The Quantum Key setting
The Quantum Key is the single most powerful device in the history of histories, and in any dimension. It is a simple brass key, about four inches long, looking very much like an old-fashioned -
How ESPER Operates
ESPER is an organization that operates using very specific protocols, as their mission is of utmost importance to every living person on the planet. These rules are simple, but explain the entire process of ESPER -
Ritual Magick
Ritual Magick is the act of performing a ceremony, either created by the magician or written in a grimoire (a book of magick). These rituals normally involve reciting words out of a spellbook, lighting candles -
Equipment Listing
The following is a list of all the standard equipment that one might use in a Hero@ Heart campaign. This is a list of weapons that can be used in melee combat. -
Special Ranged Combat
Some weapons have a rate of fire that indicates they can fire multiple times each turn. This is explained in the section below on semiautomatic weapons. If a ranged combatant fires multiple times in one -
Weapons Systems
See Also: Weapon Charts Massive Damage: Remember when dealing with damage from weapons systems that the battles in Star Captain should be cinematic, not bogged down in rules. As such, the GM needs to be -
Sigilism (ESPER)
Sigilism is the ability to create magickal effects by building them into symbols. The Magician advantage, and Sigilism to know which sigils are required or to know how to make new ones (although a character
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The Official Terraria Wiki is a comprehensive resource containing information about all versions of Re-Logic's action-adventure sandbox game, Terraria.