TEXT: Hero Builder 
  CORE RULEBOOK
  Created By: Tym Thatcher& Thomas J. Baker 
  
   
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  Table of Contents 
  PDF Navigation:
  Click the Chapter to go to the beginning of that chapter; Click Hero Builder© to Return Here; 
  Click the page number to go to the top of the Chapter; Click to go to TTC: LIGHT IT 
  Forward: 
  The Art of Building a Hero 
  5 
  Chapter 1: 
  Intro to Hero Builder 
  7 
  Chapter 2: 
  Know Your Roles 
  11 
  Chapter 3: 
  A Diverse Pool of Heroes 
  15 
  Chapter 4: 
  Skills, Proficiencies and Flairs 
  19 
  Chapter 5: 
  Let’s Play with Power 
  35 
  Chapter 6: 
  Hero’s Tools of the Trade 
  49 
  Chapter 7: 
  Combat 
  53 
  Chapter 8: 
  Making Obstacles 
  59 
  Chapter 9: 
  Hero Master’s Bag-o-Tricks  
  67 
  Chapter 10: The Armory 
  73 
  Advancement 
  77 
  
   
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  Hero Builder © 
   
   
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  Forward by Thomas J. Baker: 
  The Art of Building a Hero 
   
  Tym Thatcher is the father one of my best friends, always cheery and full of imagination. 
  When my friend said her father could run a role playing game (RPG) I was ecstatic. I had never 
  played an RPG before, and I remember him letting me play a Halfling named after a rather famous 
  character. Now Tym has been full of energy and as time passed I got to play in several other games 
  of his. Yet it was only later when I sat down to play other RPGs with other people did I discover that 
  Tym was not, for all those years, having us playing traditional RPGs. Tym was having us be his 
  guinea pigs for his real master work, Hero Builder. 
  Hero Builder has taken a long time to develop, with bumps along the way. Yet it’s now in 
  your hands, where it was meant to be. We have worked on this game for long hours, hammering 
  out flexibility and ease of use. Looking to games of the past and learning from the steps they took 
  along the way.  
  To say Hero Builder remakes the tabletop game is an understatement. RPGs of old gave 
  you the car with the keys. You could drive almost anywhere in that car, yet it would always be that 
  car. Hero Builder gives you the tools to make your own car, with wings or water tight body with any 
  type of body and coat of paint you want. So go, build the car of your dreams, and make a Hero 
  unlike any other. 
   
   
   
   
   
   
  
   
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  Chapter 1: 
  Intro to Hero Builder 
  WHAT IS THIS LITTLE WHITE BOOK? 
  Welcome HERO! This little white book can help you create amazing Heroes that are barred 
  only by the limitations of one’s imagination. It can help you build the framework of a fantastical 
  adventure that you then add the flavor to. This little white book is the Core Set of rules that will 
  keep every Hero and Hero Master honest as they role-play epic adventures into the deep darkness 
  of night around the table lit by candle light. If you read carefully and are rather clever you will learn 
  how the system works in no time. There are no wrong answers in Hero Builder; play how you want. 
  This book is Hero Builder, the framework of your next great adventure 
  WHAT IS A ROLE-PLAYING GAME? 
  If you are new to a Role-Playing Game (RPG) I should explain what a RPG is. A table top 
  RPG, or Role-Playing Game, is a multi-player game that lets players take the role of Heroes or 
  Heroines and then tell a story with those characters. These games are usually overseen by a Game 
  Master, or in our case a Hero Master, and it’s their job to provide a world and story for the Heroes to 
  go on. It is their job to guide the Heroes. 
  All you will need is this book, a few friends and a world to have your adventures in. This 
  world can be anything you want in Hero Builder. Use your favorite setting from a game, book series, 
  comic book, movie, or just make your own world with its own people and locations. 
  The Possibilities are endless 
  
   
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  GETTING STARTED 
  Hero Builder prides itself on being a source of mechanics, a framework for you and your 
  friends to play. If you are a long time RPG Gamer you are already a step along then most other 
  people. Having said that, there are some things to keep in mind when running a game of Hero 
  Builder, or being in a game of Hero Builder. 
  1. If you are new or even an old hat to running an RPG it can be easy to get bogged down by 
  the sheer unlimited power that is Hero Builder. The hardest project is the one without limit, 
  so before you (The Hero Master) even begin, sit down and truly think on the world that the 
  Heroes are going to be in. Make rules, set boundaries, and do not hesitate to say no to any 
  idea that a Hero comes up with.  
  With unlimited power comes responsibility, the Hero Master’s responsibility to 
  ensure that everyone has fun. Heroes will test the boundaries and they will come up with 
  ideas that will not work with the world you envision or convert into Hero Builder. Read the 
  book and do not hesitate to put BANS(stuff not allowed by the Hero Master ) and LIMITS 
  (stuff the Hero Master wants to modify) on anything in the book. It is up to you to make sure 
  everyone is on the same page and having fun. Keep it Fair and Keep it Fun! 
  You are the overseer of the Heroes and guide the Heroes in the world they create. 
  The Hero Master creates the foes, obstacles and non-playable characters (NPCs) that the 
  Heroes will interact with. See Chapter 9 for tips and tricks to running a game of Hero 
  Builder as the Hero Master and see Chapter 8 to learn how to create the enemies and 
  obstacles for your campaign. 
  2. Once you have the rules and boundaries of your world it’s time decide on the type of 
  campaign your Heroes will play. There are three types of campaigns: Commoner, Heroic 
  and Godly. Each is geared to a different type of game and has a different character 
  advancement sheet located in the back of the book. Use those charts to reference how 
  much experience is needed until the Hero progresses to the next higher numbered level, 
  
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  here after referenced as leveling up or level up. All Heroes start at level one during a new 
  campaign. (For existing campaigns, a new Hero should come in at the same level as the 
  other Heroes in said campaign.)  Below are the campaign types and what genre they are 
  gear to. 
  
  Commoner: Thriller, Horror, Romance or Survival Based Campaigns
  
  Heroic: Action, Adventure Based Campaigns.
  
  Godly: Wacky, Super Hero, Over Powered or Comical Based Campaigns.
  3.
  Party size is determined by the number of players, excluding the Hero Master. The more 
  players there are the harder it will be to run a game. The more Heroes the more time is 
  required to give everyone equal time in the spotlight. A comfortable party size is 6. Players 
  can have more than one Hero, yet keep in mind that the Hero party count should probably 
  not go higher than six. You can run a Hero Builder Campaign with just one or two players as 
  well, yet if this is the case, the campaign should be more personal with a larger party.
  4.
  Now that you have a world, a campaign planned and some friends who are going to play 
  the Heroes, it will help to have these items as they make play more fun and easy. You can 
  get these all online with a quick search or by going to your local hobby shop.
  
  A Gridded Play Mat, Gridded Paper, or a Battle Grid
  
  Wet Erase Markers and Pencils
  
  Miniature Figures or Flat Beads
  
  A set of Polyhedral Dice. ( d# = Dice & Number of Sides [d4, d6, d8, d10, d12, d20])
  
  Character Sheets (Found on our site www.thetablecandle.com)
  
  You can also go to ttcmat.bitballoon.com and ttcdice.bitballoon.com and use our 
  Online Battle Mat and Dice Roller we have created for you, for Free! 
  
   
  Hero Builder © 
   
   
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  ITS YOUR WORLD 
  As you go over the pages of this book you will find no Illustrations, and no artwork. Instead, 
  from time to time you will find blank lines with the words Homebrew above.  These are there so 
  you, the owner of this book, can make this book your own. Draw in it, create new ideas, and expand 
  on the rules for your own games and adventures. Make memories with this book, create worlds and 
  stories. Make every mark have a story so that when you pull this off your shelf when you are old 
  and grey you can look back on your life and remember the adventures you have had with your 
  friends and loved ones. For it is the journey with your fellow Heroes that make life all the more 
  sweet and wonderful to live; and the memories of that journey will last you a life time. 
   
  FINAL THOUGHTS 
  Now that you have the supplies, some friends, maybe a few snacks, and a world with BANS 
  and LIMITS on it; it’s time to get started with your epic quest, whatever it may be.  Yet, I seem to be 
  forgetting something, what is it that I am forgetting?  What is the last thing you need? 
  Ah yes! The Heroes need their character sheets filled out so that they can interact with the 
  world created by the Hero Master! In the next few chapters we will go over the creation of our 
  Heroes; their Roles, Abilities, Skills, Proficiencies, Flairs and Epic Powers to combat the darkest 
  monsters that the Hero Master can throw at them. 
  Character creation can be a daunting task, just like making the world they will reside in.  
  Yet do not fear the choices you make now, we will take you step by step down the road to creating 
  a Hero. As your Hero grows and become more powerful so will you learn the deep mechanics of this 
  game as well. Take your time and do not be afraid for this is Hero Builder and you are the HERO! 
   
   
  
   
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  Chapter 2: 
  Know Your Roles 
   
  ROLES 
  Roles define where a Hero is on the battlefield and are the first thing to consider when 
  creating a Hero. Each role gives a small bonus to the Hero and helps them in their combat style.      
  A Hero can only have one role but it can be changed whenever the Hero levels up. A Hero does not 
  need to take a role in Heroic or Godly, yet it is recommended. Even if a Hero does not take a role it 
  is still a good idea to consider their role in combat. (Bonuses are added as we go along in the book.) 
   
  TANK: This Hero likes to wade in close and engage in a toe to toe slugfest.  He or she 
  doesn’t move around much, nor do they have to because they have lots of hit points and do 
  big damage even with the most basic melee attack. 
  o BONUS: +3 attack and damage bonus, +20 hit points, One Extra Proficiency. 
   
   
  ATTACKER:  This Hero is a powerful, close quarter’s fighter who uses big weapons and does 
  big damage.  He or she also relies on their speed and therefore does not wear heavy armor 
  to slow them down. 
  o BONUS: +2 Initiative, +2 attack bonus, +10 hit points, +5 power points. 
   
   
  WIELDER: This Hero does his or her damage from a distance, often by wielding magic or 
  something else super natural.  They lack the hit points for close-quarters-combat but have 
  lots of power points to wield their super natural powers. 
  o BONUS: +2 initiative, +2 attack bonus (ranged weapon or spell cast only), +15 
  power points, one bonus powers. 
   
   
  DUELIST: This Hero is fast and cunning; using hit and run tactics to keep his or her enemies 
  off balance. The duelist is equally comfortable with ranged attacks or close quarters.  His 
  close-in-attacks usually involve movement as they lack the hit points for going toe to toe. 
  o BONUS: +3 initiative, +2 attack bonus, + 2 dodge bonus to armor class, +10 power 
  points. 
   
   
  GUARDIAN: This Hero can be a powerful fighter and/or spell caster.  Often using His or her 
  magic and powers are often beneficial to their allies, healing powers and buffs. 
  o BONUS: +2 attack bonus, +10 hit points, +10 power points. 
   
   
  CHAMPION: This Role is meant for use in single player campaigns, when the only Hero is 
  the Champion of their story. This role is unfair otherwise, and should not be allowed in a 
  group of Heroes. If a Hero Joins the party, change the role. 
  o BONUS: +20 hit points, +20 Power Points, one bonus power, +2 attack, +2 Initiative 
  
   
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  ABOUT THE ABILITIES 
  Abilities are your base stats in the world of Hero builder. You will rely on these base stat 
  scores on your adventures as these scores represent your Hero on a base mechanical level. Below 
  are listed the six base ability stats every Hero has. Before rolling up your Hero’s ability scores take a 
  moment and review what your Hero is best at. Also bear in mind what is their role. We have taken 
  the time to explain the stats below using potatoes as potatoes are the best. 
   
  STRENGTH: Strength is the key ability to carry lots of potatoes.  Most important to 
  Tanks, Attackers, or Guardians. 
   
   
  DEXTERITY: Dexterity is the key ability to dodge a potato flung by an angry Irish 
  lady that did not like your pick up line. Most important to Duelists & Attackers. 
   
   
  CONSTITUTION: Constitution is the key ability that determines if you can 
  withstand eating a rotting potato. Most important to Tanks, Attackers or Guardians. 
   
   
  INTELLIGENCE:  Intelligence is the key ability to know how many recipes there are 
  for potatoes. Most important to Wielders, Duelists or Guardians. 
   
   
  WISDOM:  Wisdom is the key ability to know how many potatoes you will need to 
  feed three Heroes on a long quest. Most important to Wielders & Guardians. 
   
   
  CHARISMA: Charisma is the ability to think up a great potato-based pick up line 
  that will work next time. Most important to Wielders & Guardians. 
   
  ROLLING UP YOUR HERO 
  Once you’re familiar with what each ability score is for, it is time to roll up your Hero. Take 
  the amount of points appropriate to the type of campaign you are playing. Then divide those points 
  among your abilities. Example: I have 20 points; I put 10 into Strength and 10 into Dexterity. 
  1. 
  COMMONER: Low level campaigns 
  a. Start with 60 points; divide these up into the different stats. You cannot have 0 or 
  negative numbers for a stat. Recommend Max for stats is 18. 
   
  2. HEROIC: Recommended campaigns 
  a. Start with 84 points; divide these up into the different stats. You cannot have 0 or 
  negative numbers for a stat. Recommend Max for stats is 20. 
   
  3. 
  GODLY: High level hilarity campaigns 
  a. Start with 96 points; divide these up into the different stats. You can have 0 for a 
  stat yet no negative numbers can be a stat. Recommend Max for stats is 25. 
  
   
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  Once you have your six stats set in place, look to the Ability Advancement chart to figure out 
  what the bonus for your stats are. Whenever you roll your dice you will add this bonus onto your roll 
  depending on what stat is called for. 
  ABILITY ADVANCEMENT: The bonuses go up one point for every two Ability Score Levels.  
   
   
   
   
   
   
   
   
   
   
  OF LIFE AND DEATH 
   
  Now we need to give him or her Health Points (or HP). Every entity has an HP value. Heroes 
  fall down and can no longer take a turn when their HP is at or below 0. Heroes die at -15 or less HP, 
  while all other entities die at 0 or less. A Hero that strikes the final blow to an enemy (makes the 
  enemy’s HP 0 or less) is allowed to dictate how the foe is defeated. They can either kill the enemy, 
  thus ending the enemy’s existence, or dictate how they subdue the enemy. In either case, the 
  enemy is taken out of combat. The Hero’s HP goes up as they level up, but it can also go up if their 
  Base Constitution Ability score goes up. Now let’s set your Heroes HP.  
  Their Starting Hit Points are {1d8 or 4 + (BASE Constitution Ability Score)} (Every time a Hero 
  levels up, their HP goes up by {1d8 or 4 + their Constitution bonus.}) 
  In Godly campaigns Heroes get an extra +10 HP at level 1. 
  Ability Score Level 
  Bonus 
  4 – 5 
  -3 
  6 – 7 
  -2 
  8 – 9 
  -1 
  10 – 11 
  0 
  12 – 13 
  +1 
  14 – 15 
  +2 
  16 – 17 
  +3 
  18 – 19 
  +4 
  20 – 21 
  +5 
  22 – 23 
  +6 
  24 -25 
  +7 
  26 – 27 
  +8 
  28 – 29 
  +9 
  30 – 31 
  +10 
  
   
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  NOW FOR SOME DEFENCES 
  Defences are the numbers that a foe must roll higher than in order to harm the target. Think of 
  it like this: Your Armor Class is what the Hero is wearing to protect them from weapons and the 
  elements. Fortitude is how tough the Hero is at enduring something that would harm him or her. 
  Reflex is how fast your Hero is at getting out of the way of an attack. Last is Will; how strong your 
  Heroes mind is to resisting attacks that attack their very mind. As you gain Ability points your 
  Defenses go up as well. Please refer to the pre-made math to find these defenses when rolling up 
  your Hero. 
   
  Armor Class{10 + (Dexterity Bonus)} 
   
  Fortitude{10 + (Constitution Bonus)} 
   
  Reflex {10 + (Dexterity Bonus)}  
   
  Will {10 + (Wisdom Bonus)} 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
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  Chapter 3: 
  A Diverse Pool of Heroes 
   
  BLOODLINES 
  A world is only as diverse as the races that inhabit it. In Hero Builder we call these, 
  Bloodlines. Humans are the base Bloodline in Hero Builder and you are free to create a Heroic 
  human, yet you are not limited to just being human. Any game world that a campaign will take 
  place might have its own Bloodlines that aren’t human. The Hero Master may choose to create all 
  of the Bloodlines in the game world or he or she may allow the players to create their own, unique 
  Bloodlines. 
   Creating a Bloodline is pretty easy.  Most players, I have learned, will usually create a 
  Bloodline that is, at least somewhat, humanoid.  It may not look human, but we understand what it 
  is to be human – it has a head, two arms and two legs; it has emotions and intelligence; it uses 
  weapons and skills just as a human would.  
  Sometimes, however a Hero may want to do something really strange, and create a 
  Bloodline with no humanoid characteristics at all: A sentient dog, a giant disembodied head, a 
  thinking moving plant. If a Hero wishes to play as a more unique Bloodline then make sure they 
  know what it means to play that line. For example, if a Hero wants to play a Dog then the Hero 
  must find ways to talk and fight alongside their fellow party members. 
  CREATING A BASE LINE 
  Every Bloodline that is made will have the same basic structure to make the base of the 
  bloodline. When creating a new Line keep in mind that the Bloodline will have something that it’s 
  naturally good at. Is the bloodline strong? Naturally quick? Known to be one of the most beautiful 
  around? Yet with every strength there is a natural weakness, is the Bloodline not the toughest? 
  Known to be dull witted? Not able to pick out the snake that’s biting them? 
  
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  When you decide on what the line is known for, it is time for ability modifier levels. This is 
  the base ability bonus that the Bloodline will have, and there are three levels of this bonus. Pick 
  one of the levels and assign the positives and negatives to the corresponding abilities that your 
  Bloodline is known for. 
  For example, if you pick level one then you could add 2 to a base Ability score. For example 
  if dexterity was 16, then the Bloodline would add 2 to the 16 and make the base Ability score for  
  dexterity 18. Yet every level has a negative, so if charisma was 12 then if chosen, it would go down 
  to be 10. 
  Below is a chat of the Bloodline levels 
  Levels
  Positive
  Negative 
  Lv: 1 
  +2 to 1 Base Ability
  ‐2 to 1 Base Ability 
  Lv: 2 
  +2 to 2 Base Ability
  ‐4 in total in Base Ability scores 
  Lv: 3 
  +4 to 1 Base Ability
  ‐2 to 2 different Base Ability scores 
  A PROFICIENT BLOODLINE
  A Bloodline has one more thing that makes it great, and that is Blood Proficiencies. Blood 
  Proficiencies are simple proficiencies that add to a Bloodlines depth; just make sure to keep them 
  fairly small and limit to two. Blood Proficiencies are an extra proficiency and do not take up any of 
  Hero’s regular proficiency slots. To see a list see of these proficiencies go to “BLOOD 
  PROFICIENCIES” Ch.4, Page 26. 
  Some Heroes may want to try and overpower everyone and play something like a dragon or 
  a demon.  In Hero Builder we have that covered and all things can be made possible and kept fair.  
  In the case of really exotic or powerful Bloodlines the player must use an Exotic Blood Proficiency 
  for that Bloodline.  For instance, the fellow who wants to play a type of dragon would have a 
  proficiency called DRAGON.  Any dragon type powers, breath weapons, wing buffets and such 
  would be created using that proficiency and would fall under the power matrix.  However, in the 
  
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  case of an Exotic Blood Proficiency, the proficiency may add a few more bonuses. As the HM try to 
  level these bonuses out with equal penalties.  As for the ability scores of such exotic bloodlines, use 
  the same rules with the ability scores of this exotic, non-humanoid race as with any other Bloodline. 
  To see a list of these proficiencies go to “EXOTIC BLOOD PROFICIENCIES” Ch.4, Page 27. 
  A BLOODLINE IS SKILLED
  A Bloodline can also have up to two trained skills that are unique to their line. These skills 
  are truly unique to the Bloodline and as such have more to them. A Skill that is a part of a Bloodline 
  do not have the normal +5, they get a +7 to the ability bonus for that skill. You can think of this as 
  the skill being passed down, or even a natural aptitude to that skill because of who they are. 
  LETS CREATE
  Now let’s create a brand new Bloodline.  Start with a description of the Bloodline, its physical 
  appearance, its attributes and the traits of its culture. For example, let’s create a new line called 
  “The Wanders”, from a cat species called Kittykins.  
   Kittykins are anthromorphic cats; they are humanoid of shape but with feline features.  
  They are slightly smaller than humans, about the size of a human child, perhaps 3 to 4 feet tall.   
  They are athletic and well-muscled.  Kittykin fur is plush and comes in all the varieties of a common 
  house cat. 
  “The Wander” Bloodline are semi-nomadic, living in clans.  These clans typically consist of 
  10 – 50 adult individuals, and perhaps half as many young. Being semi nomadic, a clan may stay in 
  one place for several months or several years, but they will eventually move on.  “The Wanders” get 
  on well with most other intelligent creatures but they are highly territorial and may be aggressive 
  towards outsiders.  
  
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  Oddly “The Wander” Bloodline is fond of knitting; as such their knitted blankets are highly 
  coveted. Some have even said that the blankets have super natural powers knitted into the very 
  threads of the blankets, making anyone feel at home no matter where they are. 
  
  ABILITY SCORE LEVEL
  o
  LEVEL. 2
  
  +2 to BASE DEXTARITY (Because they have Catlike Quality’s).
  
  +2 to BASE WISDOM (Because they are nomadic)
  
  -4 to BASE CHARISMA (Because they are naturally aggressive to non-allies)
  
  KITTYKIN BLOOD PROFICIENCIES
  o
  CAT VISION: (Because they are half cats)
  
  Kittykins have excellent night vision that grants them a +1 bonus to their
  awareness checks at night or in heavy shadows every ten points.
  o
  KITTY CUTENESS: (Because they are half cats)
  
  The natural cute nature of Kittykins grants them a +1 bonus to all their
  checks dependent upon charisma every ten points.
  
  KITTYKIN BLOOD SKILLS
  o
  KNITTING: (Because every Wander learns Kitting at a young age.)
  
  The Hero can Knit, the higher the roll the better the Knitted Item. This skill
  uses the Dexterity Bonus.
  
   
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  Chapter 4: 
  Skills, Proficiencies and Flairs 
   
  WE ALL HAVE SKILLS 
  Skills are abilities that can be used in any situation.  A Hero uses skills both in and out of 
  combat to find things, disarm traps, unlock doors, craft things, and much more.  They can be used 
  in combat as well. 
  Any Hero can attempt any skill action; simply determine which ability applies to that skill.  
  For instance, if a Hero wanted to make candy they would first need to know what ability stat it 
  uses.  It takes intelligence to make candy, so intelligence would be the key ability. So when a Hero 
  makes candy they would add their intelligence bonus to the roll. Heroes can also train a skill. If a 
  Hero takes a skill they add +5 to the base ability bonus when they make the skill check because 
  they are “Trained”. A hero can also become trained in an untrained skill if they roll a natural 20 on 
  a d20 when making a skill check, no bonuses are added. 
  So to review: A Hero named Klamp with an INT. bonus +3 is trained in Tech, so his skills 
  bonus is +8. In contrast, if his key ability were to make candy, he only adds +3 to his roll due to his 
  intelligence bonus, since making candy is a skill he’s not trained in. 
  A Hero gets three trained skills plus his or her Intelligence bonus when they are first created 
  during character creation. A negative intelligence bonus does not subtract from the first three. In a 
  Commoner Campaign Heroes get six trained skills rather than three. 
  SKILLS LIST 
   
  ACROBATICS:   
  o 
  This includes all things that require agility, such as tumbling, balancing or slipping through 
  tight places. Key ability is Dexterity. 
   
   
  ATHLETICS:   
  o 
  This is like acrobatics but more strength related.  Athletics includes climbing, jumping and 
  swimming.  Key ability is Strength. 
  
   
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  20 
   
   
  AWARENESS:   
  o 
  This skill is the main way for a Hero to directly know or perceive the events happening 
  around them. Key ability is Wisdom. 
   
   
  BULLY:  
  o 
  This is intimidation using strength and ferocity instead of charisma.  Key ability is Strength. 
   
   
  DIPLOMACY:  
  o 
  The skill of diplomacy is the ability to talk your way out of (or into) a tough situation.          
  Key ability is Charisma. 
   
   
  DECEPTION:   
  o 
  The art of deception includes lying as well as misdirection. Key ability is Charisma. 
   
   
  DRIVING:   
  o 
  The Hero can drive terrestrial vehicles.  Key skill is Dexterity. 
   
   
  IDENTIFY:   
  o 
  The Hero can identify items.  Key ability is Intelligence. 
   
   
  KNOWLEDGE:   
  o 
  There are many different types of knowledge.  Ex. Tactics (combat tactics), arcana (magical 
  lore), computers, weapons, Xenomorphs (alien creatures), civilizations, robots, tech, 
  streetwise. You can have as many knowledge’s as you wish. Key Ability for all knowledge’s 
  uses Intelligence 
   
   
  LEAP IN LOGIC:   
  o 
  The Hero can use logic to overcome such dilemmas as mind altering powers or try and 
  understand the situation at hand.  Key ability is Intelligence. 
   
   
  PILOTING:   
  o 
  The Hero can pilot any sort of ship.  Dexterity is the key ability. 
   
   
  PERFORMANCE: 
  o 
  The Hero can entertain or distract an audience.  Key ability is Charisma. 
   
   
  REPAIR:  
  o 
  The Hero can repair his gear; Key ability is Intelligence. 
   
   
  SECOND SIGHT:  
  o 
  The Hero can detect a person’s intent by reading their emotions.  Key ability is Wisdom. 
   
   
  TECH:   
  o 
  The Hero is good at understanding, and working with technology.  Key ability is Intelligence. 
   
   
  THIEVES’ SKILLS:   
  o 
  This includes disarming traps, picking locks, sneaking and so on.  Key ability is Dexterity. 
   
   
  
   
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  21 
   
  WEAPONOLOGY: 
  o 
  The Hero has a profound understanding of weapons.  He can make and repair, or modify 
  weapons.  Key ability is Intelligence. 
   
  HOMEBREW: 
   
   
  ____________________: 
  o 
  _______________________________________________________________________________
  _______________________________________________________________________________
  _______________________________________________________________________________ 
   
   
  ____________________: 
  o 
  _______________________________________________________________________________
  _______________________________________________________________________________
  _______________________________________________________________________________ 
   
   
  ____________________: 
  o 
  _______________________________________________________________________________
  _______________________________________________________________________________
  _______________________________________________________________________________ 
   
  BEING PROFICIENT 
  Proficiencies are like skills but are exclusively for combat and every power must have a 
  proficiency that it uses (see page 35).  They measure a Hero’s skill with weapons, magic and other 
  combat skills.  Proficiencies are progressive, that is, they improve as the Hero goes up in levels and 
  gains Proficiency Points. A Hero gets 3 proficiencies + his or her Wisdom Bonus. A Negative bonus 
  does not take away from the first three. In Godly campaigns heroes get six proficiencies. 
  Proficiencies have a Point value and every ten points adds one point to the effectiveness of 
  its usage. At zero points the Hero adds one point to the effectiveness of its usage. For example:      
  a sword proficiency that is 25 Points adds +3 to a Hero’s To Hit and their attack bonus. 
  Proficiencies gain points through leveling up. The Hero gets ten proficiency points per level, 
  including first level, plus his or her Intelligence modifier. The player will then distribute the points 
  among his Hero’s Proficiencies. In Godly campaigns heroes get an extra 10 proficiency points. 
  0 Points = +1  /  10 Points= +2  / 50 Points= +6  / 100 Points= +11 
  
  Hero Builder © 
  22 
  Just like Skills you can make your own Proficiencies if you want. Let’s make a Proficiency 
  called “Luck”. The Proficiency allows the Hero to meddle with their own luck, so every 10 points 
  they get a +1 to their dice rolls. If this seems rather powerful, put a negative aspect onto it. So with 
  every 10 points of Luck, the Hero also takes extra damage when hit; if their bonus is +3, they get 
  +3 to their rolls and take +3 extra damage when they are hit. After all when you’re so lucky, bad 
  luck will hurt more! 
  Whenever a Hero makes a roll that involves a proficiency, (a weapon attack or a using a 
  power or ext.) they compare the natural roll to the proficiency bonus. If they rolled higher than the 
  bonus they get a point in that proficiency. For example if a Hero named Klamp Rolled a 10 to 
  attack with his wrench, and his bonus was +7, then he would get a proficiency point to his wrench 
  proficiency. If he rolled a 5 then he would not get that point. (HERO MASTER DISCRETION)
  PROFICIENCIES LIST 
  WEAPON PROFICIENCIES: 
  
  AXES:
  o
  Includes all battle axes and throwing axes.
  
  BARE HANDED FIGHTING:
  o
  Self-explanatory.
  
  BOWS:
  o
  Includes all manner of simple or compound bow and arrow weapons.
  
  EXOTIC:
  o
  Includes any weapon the Hero Master deems an unusual or exotic weapon. Examples are
  chakrans, spiked chains, and ring blades.
  
  FLAILS:
  o
  Includes morning stars, chain hammers and ball and chain.
  
  GRENADES:
  o
  All hand held explosives.
  
  HAMMERS:
  o
  Includes mauls, war hammers and maces.
  
   
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  23 
   
  HEAVY ARMS:  
  o 
  This includes all heavy firearms and artillery.  Examples include; shoulder cannons, 
  blunderbusses, carbine rifles, mini guns and hand ballistae.  Also includes hand held 
  missiles and grenade launchers. 
   
   
  LIGHT BLADES:  
  o 
  This includes all short swords, and knives of all types. 
   
   
  MEDIUM ARMS:  
  o 
  Includes rifles, shotguns, muskets, and other long guns. 
   
   
  PLASMA:  
  o 
  This includes all plasma weapons, and must stack with another weapon type.  For instance a 
  blaster would require plasma and small arms.  A sun saber would require swords and 
  plasma. 
   
   
  SMALL ARMS:   
  o 
  This includes all pistols and hand guns. 
   
   
  SPEARS AND POLEARMS:  
  o 
  This proficiency group includes all spears and weapons such as halberds, and glaives. 
   
   
  STAVES:  
  o 
  This includes all staves, quarter staves, wizard staves and blade staves. 
   
   
  SWORDS:  
  o 
  This group includes all standard and great swords. 
   
   
  MAGIC/SUPER NATURAL PROFICIENCIES: 
   
  AURAS:  
  o 
  Auras are magical powers that radiate outward from a Hero.  They are always treated as a 
  burst type power, however an aura moves as the Hero moves so long as it is active.  Auras 
  are usually beneficial and therefore buff powers. You can either have the Aura last to the 
  end of combat, but the user does not benefit from the aura; Or the user can benefit from the 
  aura, but it has to have a duration cost. (See Page 37) 
   
   
  CHARMS:   
  o 
  Charms are the ability to alter the mind, emotions and even the alignment of an enemy. 
  These are typically attack powers, requiring an attack roll. A power that causes an enemy to 
  become peaceful and thus not attack the Hero would be a charm. A glamour, causing an 
  enemy to see a Hero as something harmless or friendly would also be a charm.  Charms do 
  not inflict damage, they cause conditions. 
   
   
  COMMANDS:   
  o 
  The proficiency of command is the ability to cause magical effects with your voice.  These 
  powers can be either attack or buff powers.  A power that gives the Hero the ability to grant 
  an ally an extra attack by commanding him to do so would be a command.  Also, a power 
  that causes an enemy to be afraid and flee from the Hero’s voice would be a command.  The 
  
   
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  24 
  former would be a buff power and the latter an attack power. A command can be structured 
  to inflict damage which will always be psychic damage. 
   
   
  CONJURATIONS:   
  o 
  Conjurations are constructs made entirely of magic.  They can serve any purpose; 
  combatants, protectors or even shelters.   A magical warrior conjured from the air would 
  count as a conjuration. 
   
   
  DWEOMERS:  
  o 
  Dweomers are magical powers whose effects are always beneficial to a Hero or to his allies.  
  Dweomers are always buff powers. A good example of a dweomer would be a healing spell. 
   
   
  ENCHANTMENTS: 
  o 
  Enchantments are always buff powers that are used to enhance or empower an item or 
  weapon.  They can be short term or permanent.  Turning a sword into a fire sword would be 
  an enchantment. 
   
   
  ILLUSIONS:  
  o 
  Illusions are magical powers that affect an enemy’s mind, causing it to see or hear things 
  that are not there.  Illusions can cause psychic damage.  A power that can cause an enemy 
  to see an imaginary dragon whose fire breath can harm him is an illusion. Illusions are 
  always attack powers. 
   
   
  IMBUEMENTS:  
  o 
  Imbuements are buff powers that allow a Hero to add a magical effect or damage to a 
  weapon attack.  Adding radiant energy to a priests’ staff attack would be an imbuement.  
  The difference between an imbuement and an enchantment is that an imbuement 
  enhances a single attack, not a weapon or item.  
   
   
  SHAPE SHIFTING:   
  o 
  Shape shifting powers allow a Hero to change parts of his body or his entire form into 
  something else.  This is not a glamour, the change is real and will affect the Hero’s abilities.  
  A Hero turning his hand into a dragon’s claw and doing claw damage would be a shape shift. 
  Shape shifting powers can be buffs or attack powers. 
   
   
  SPELLS:   
  o 
  Spells are powers that use magic as a weapon, inflicting damage and/or negative effects 
  upon an enemy.  A fire ball would be a spell.   
   
   
  TRANSPORTATION:  
  o 
  Transportation powers allow a Hero to transport himself or his allies instantly from one 
  space to another magically.  Transportation powers also include summoning, whereupon a 
  Hero can bring in a monster or other such being to fight as an ally.  Transportation powers 
  are passive powers. 
   
  UTILITY PROFICIENCIES: 
   
  BODY BUILDING:   
  o 
  This proficiency allows a Hero to gain hit points.  Every ten points of body building adds one 
  hit point every time a Hero levels up. 
  
   
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  25 
   
   
  COMBAT DEFENSE:  
  o 
  This is the art of fighting defensively.  This proficiency adds one points to armor class with 
  every ten levels. 
   
   
  CONCENTRATION:  
  o 
  Concentration is much like body building, but adds power points instead of hit points every 
  ten points. 
   
   
  EVASION:  
  o 
  The Hero gains one point per level to his reflex defense every ten points. 
   
   
  MAIME:   
  o 
  Maim adds one point to melee attack damage with every ten points this proficiency 
  advances. 
   
   
  PYROMANIAC:  
  o 
  This proficiency adds one point of damage inflicted by grenades for every ten points of 
  advancement. 
   
   
  POWER SPELL:   
  o 
  This proficiency adds one point to damage of any attack power every ten points. 
   
   
  QUICK STRIKE:   
  o 
  With every ten points that this proficiency advances, one point is added to a Hero’s initiative. 
   
   
  REGENERATION:  
  o 
  Allows a Hero to regenerate one point per round for every ten points this proficiency 
  advances. 
   
   
  RESISTANCE:  
  o 
  The Hero gains one point to his fortitude defense every ten points. 
   
   
  SHARP SHOOTER:  
  o 
  This proficiency adds damage to a Hero’s ranged attacks every ten points. 
   
   
  TOUGH GUY:  
  o 
  The tough guy proficiency grants a Hero one point of damage reduction every ten points. 
   
   
  WILL POWER:  
  o 
  This proficiency adds one point for every ten points to the Hero’s will defense 
   
  HOMEBREW: 
   
   
  ____________________: 
  o 
  _______________________________________________________________________________
  _______________________________________________________________________________
  _______________________________________________________________________________ 
   
  
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  
  ____________________:
  o
  _______________________________________________________________________________
  _______________________________________________________________________________
  _______________________________________________________________________________
  BLOOD PROFICIENCIES 
  These proficiencies are part of creating a custom Bloodline; see “A PROFICIENT 
  BLOODLINE” Ch.3, Pg.16 to learn more about these Proficiencies. 
  
  CAT VISION:
  o
  This Bloodline has vision like a cat, able to see perfectly well in low lighting. This proficiency
  adds one point every ten points to the Hero’s awareness or spot checks at night or in heavy
  shadows.
  
  DEEP VISION:
  o
  This Bloodline sees in the dark as well as in the light. They do not need a light source
  (flavor).This proficiency adds one point every ten points to the Hero’s awareness or spot
  checks in a lightless environment.
  
  BREATH WAPON:
  o
  This Bloodline has a breath weapon that shoots out of their mouth.  This proficiency adds
  one point every ten points to the Hero’s attack roll with a power that uses their breath
  weapon.
  
  FIGHTING HEART:
  o
  This Bloodline has a natural love and aptitude for combat.  This proficiency adds one point
  every ten points to the Hero’s attack roll.
  
  HIGHTENED SENSES:
  o
  This Bloodline has better sight, hearing or smell that gives a slight advantage. This
  proficiency adds one point every ten points to the Hero’s awareness, spot or listen checks.
  
  IMPROVED REFLEXES:
  o
  This Bloodline has superior reflexes.  This proficiency adds one point every ten points to the
  Hero’s acrobatics checks or reflex defense.
  
  MAGIC RESISTANCE:
  o
  This Bloodline has some slight natural resistance to magic.  This proficiency adds one point
  every ten points to the Hero’s damage reduction against magic powers or to saving throws
  against magical conditions.
  
  MAGIC TOUCH:
  o
  This Bloodline has a natural affinity for the use of magic.  This proficiency adds one point
  every ten points to the Hero’s magic based powers.
  
  NATURAL WEAPONS:
  o
  This bloodline has natural weapons, like claws, teeth or horns.  This proficiency adds one
  point every ten points to the Hero’s bare handed attack rolls.
  
  Hero Builder © 
  27 
  
  TOUGH SKIN:
  o
  This Bloodline has hard armored skin.  This proficiency adds one point every ten points to
  the Hero’s armor class.
  
  DRAGON SOUL:
  o
  This Bloodline was taught by dragons.  This proficiency adds one point every tenpointsto the
  Hero’s magic resistance and dragon related powers.
  HOMEBREW: 
  
  ____________________:
  o
  _______________________________________________________________________________
  _______________________________________________________________________________
  _______________________________________________________________________________
  
  ____________________:
  o
  _______________________________________________________________________________
  _______________________________________________________________________________
  _______________________________________________________________________________
  
  ____________________:
  o
  _______________________________________________________________________________
  _______________________________________________________________________________
  _______________________________________________________________________________
  EXOTIC BLOOD PROFICIENCIES 
  These proficiencies are part of creating a custom Bloodline, see “A PROFICIENT 
  BLOODLINE” Ch.3, Pg.16 to learn more about these Proficiencies. 
  EXOTIC BLOOD PROFICIENCIES (POWERFUL BEINGS) 
  These proficiencies are for the more commonly found Powerful Bloodlines. These are only 
  taken by Bloodlines that are related to that lines identity. If you attempt to create your own see “A 
  PROFICIENT BLOODLINE” Ch.3, Pg.16. 
  
  DRAGON:
  o
  Dragons are notoriously resistant to magic. This proficiency adds one point every ten points
  to the Hero’s FORTITUDE, REFLEX and WILL defenses. These are the defenses against attack
  powers, which are primarily magical.  The drawback is that a dragon is resistant to ALL
  magic, including an allies buff powers.  The dragon’s ally would have to make an attack roll
  against it in order to perform a buff, such as healing.  In this instance a buff would be
  treated like an attack power.  (See the chapter on powers for the whole lowdown on buffs
  and attack powers.)
  
   
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  28 
   
   
  DEMON:  
  o 
  By demon, we are referring to any extra- planer creature of an infernal nature.  Such 
  creatures are typically resistant to fire, and other elemental attacks.  With every ten points 
  that this proficiency advances, one point is added to damage reduction and to destruction 
  powers. Yet they take one point extra damage from radiant Powers per ten points. 
   
  ANGEL:  
  o 
  By Angel, we are referring to any extra- planer creature of a celestial nature.  Such creatures 
  are typically tough and deal in powers that are based in light. With every ten points that this 
  proficiency advances, one point is added to damage reduction and to radiant powers. Yet, 
  the character takes one point extra damage per ten points from destruction Powers. 
   
   
  DEITY:  
  o 
  Deities are gods or goddesses that oversee domains in an earthly form. If a Hero is a deity 
  then they must choose three domains that their deity is in charge of. The Hero’s powers 
  revolve around these domains. This proficiency adds one point every ten points to the Hero’s 
  dice rolls when one of their domains are present. Deities do not die if their health goes 
  below -15; however, Deities are tied to their Power Points to stay alive. If a Deity uses up all 
  of their Power Points (0pp) and also goes below -15 HP then they will perish permanently. 
   
  EXOTIC BLOOD PROFICIENCIES (PERISHED HEROES)  
  These proficiencies are special as these three can only be taken during character creation 
  or if a Hero perishes in an adventure.  These proficiencies are a sort of second chance if you will. If 
  a player takes one of these three proficiencies at character creation then they are giving up this 
  second chance later on.  A Hero does not have to take any of these Bloodlineproficiencies on death.  
   
  DIVINE MANTEL:  
  o 
  If a Hero has this proficiency then they are an angel in addition to anything else. They can 
  grow large wings and have a gold halo around their head. With every ten points that this 
  proficiency advances, one point is added to damage reduction and to radiant powers. Yet 
  takes one point extra damage per ten points from necrotic and destruction Powers. 
   
   
  FIENDISH MANTEL:   
  o 
  If a Hero has this proficiency then they are a demon in addition to anything else. They can 
  grow large bat-like wings and have horns on their head. With every ten points that this 
  proficiency advances, one point is added to damage reduction and to destruction powers. 
  Yet takes one point extra damage per ten points from Necrotic and Radiant Powers. 
   
   
  UNLIFE:   
  o 
  If a Hero has this proficiency they are undead in addition to anything else. They do not 
  breathe and are considered biologically dead, but are brought back to unlife by other means. 
  With every ten points that this proficiency advances, one point is added to damage reduction 
  and to necrotic powers. Yet takes one point extra damage per ten points from fire powers. A 
  Hero who chooses unlife can be several types of undead depending on what the Hero Master 
  allows. A Hero can be any type of undead listed below. 
   
   
  Zombie: A corpse that has been reanimated. 
   
  Lich: A spell caster who has increased their life to the point of being undead. 
  
   
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  29 
   
  Vampire: An immortal being that keeps itself alive of the blood of the living. 
   
  Ghoul: A creature that feeds on corpses to stay alive. 
   
  Revenant: A visible ghost that has animated a corpse.  
   
  Skeleton: An animated skeleton of someone. 
   
  Wight: An undead that drains the life force from others. 
   
  Ghost: An imprint of a soul on the fabric of reality. 
   
  Shadow Person: The soul of a being that manifests as a shadow. 
   
  Death Knight: An undead being that has contact with a higher power. 
   
  Specter: An undead being that feeds on the souls of the living. 
   
  ______________:_________________________________________________ 
   
  ______________:_________________________________________________ 
   
  EXOTIC BLOOD PROFICIENCIES (WERE‐FORM) 
  Were-form is a curse that the Hero has, transforming into a humanoid beast at will or by the 
  moon’s will. This proficiency is for expert-level players as there are lots of rules for having this 
  proficiency. This proficiency can be taken on character creation or be given by another non-playable 
  character that has were-form. A Hero who takes this proficiency at character creation can choose 
  what animal form their Hero takes when transforming into their were-form. Otherwise the only way 
  to gain a were-form is to be bitten by something that also has were-form. 
  If a Hero is bitten by something that has were-form, the Hero Master rolls a d20 and adds 
  +5 to it, then the Hero must make a fortitude save that rolls higher than the Hero Master roll in 
  order not to gain were-form. If the Hero has were-form, they are immune to other beings with were-
  form. When night falls, the Hero must make a Will Save against the moon. The Hero Master rolls a 
  d20 and then adds the moon’s bonus depending on what phase of the moon is in the sky. (The 
  moon does not need to be visible) 
   
  New Moon: +0 
   
  Waxing Crescent: +2 
   
  First Quarter: +4 
   
  Waxing Gibbous: +6 
   
  Full Moon: +8 
   
  Waxing Gibbous: +6 
   
  Third Quarter: +4 
   
  Waxing Crescent: +2 
  
   
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  30 
   
  If a Hero fails this first roll they transform and combat starts. If they are successful they do 
  not need to make a Will Save for the rest of the night unless they transform during combat.  
  The Hero must make a Will Save throw every 3rd turn during combat until combat ends or 
  the Hero has 0 or less Hit Points; if they fail they are dominated by the moon and must successfully 
  make a Will Save roll every turn to remove the condition. Were-Form can be cured from something 
  in the campaign or overcome entirely if the player gains a high enough will defense. 
   
  WERE‐FORM:   
  o 
  With every ten levels of this proficiency the Hero adds one point to Wisdom, Damage 
  Reduction and an Animal Form Bonus. (Example, A Were-bear could have a +1 to strength 
  or something else “bearish”) The Hero takes an extra point of damage every ten points if the 
  damage was from inherited silver. 
   
  A LITTLE FLAIR 
  Now that you have the meat of your character it is time to add some Flair. Flairs are minor 
  buffs that grant small, but permanent benefits.  A Hero gets his or her first Flair at first level.   You 
  may note that many Flairs add a small bonus in a particular situation, and others simply add a 
  small, constant bonus.  Yes, these little bonuses can be stacked and make note of what the flair 
  does. You can make your own Flairs as well; just make sure the bonuses that it gives are small. 
  FLAIRS LIST 
   
  Agility:   
  o 
  Grants a +2 bonus to all acrobatics checks. 
   
   
  Alertness:  
  o 
   +1 to initiative and +2 to awareness checks. 
   
   
  Archeologist:   
  o 
  Adds a +2 bonus to all identify checks. 
   
   
  Back to Back:   
  o 
  +2 to attack and armor class when back to back with an ally. The ally gains the bonus as 
  well, for as long as they remain back to back. 
   
   
  Back to the Wall:   
  o 
  +2 to attack and armor class as long as your back is against a wall. 
   
  
  Hero Builder © 
  31 
  •
  Blood Lust:
  o
  Grants a player +1 to attack when they are below half heath.
  •
  Burst Bonus:
  o
  Adds +1 to all burst type attack powers.  This includes weapon attacks such as grenade 
  attacks.
  •
  Cat Reflexes:
  o
  Adds +4 to reflex defense.
  •
  Combat Reflexes:
  o
  Can spend two action points at once.
  •
  Damage focus:
  o
  Adds +1 to damage from all weapon attacks.
  •
  Giant Hunter:
  o
  Adds +1 to attack against any enemy that is larger than the Hero.
  •
  Defensive Fighter:
  o
  Allows a player to take up to five points from their base attack bonus and add it to armor 
  class.  This reduces their attack of course, but sometimes defense wins.
  •
  Dodge:
  o
  Adds +4 to Armor class.
  •
  Dance with Giants:
  o
  Grants +5 to armor class when fighting an enemy bigger than your Hero.
  •
  Duel Wield:
  o
  Grants the ability to roll a d6 for the penalty while wielding two weapons instead of a d10.
  •
  Diplomat:
  o
  Adds +2 to all diplomacy checks.
  •
  Evasive Action:
  o
  If a Hero’s reflex defense allows him to avoid an attack, he takes no damage.
  •
  Final Rage:
  o
  Allows a Hero to continue fighting up to -10 hit points.
  •
  Fancy feet:
  o
  Grants a five foot step to every standard move action.
  •
  Feat of Strength:
  o
  Grants a +2 bonus to all strength or athletics checks.
  •
  Fortunes Finder:
  o
  Whenever your Hero searches for treasure you may roll a d4 instead of a d20. (Can only be 
  used once per session or at HMs discretion.)
  1.
  You find Money
  2.
  You find Armor
  3.
  You find a Weapon
  4.
  You find an Artifact 
  
   
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  32 
   
   
  Frog Hop:   
  o 
  Allows a Hero to make a three space jump as a standard move action. 
   
   
  Great Fortitude:  
  o 
  Grants +4 to fortitude defense 
   
   
  Gunslinger:  
  o 
  Grants a +1 bonus to all attacks where a firearm is the weapon used. 
   
   
  Healers Touch:   
  o 
  adds 1d4 to healing power. 
   
   
  Improvised Fighting:   
  o 
  A Hero can use anything he finds as a weapon without penalty. 
   
   
  Intellectus:   
  o 
  The Hero picks a Knowledge; that knowledge gains +5. 
   
   
  Inspiring Hero:  
  o 
  All allies gain +1 to attack for one round when you do an epic attack. 
   
   
  Iron Will:  
  o 
  Adds +4 to will defense. 
   
   
  Leadership:   
  o 
  All allies gain +1 to attack and skill check rolls while in your presence. 
   
   
  Loyalty:   
  o 
  When an ally goes below 0 (HP); gain +3 to all dice rolls until that ally is above 0 HP. 
   
   
  Lucky:   
  o 
  Grants + 1 to all defenses 
   
   
  Mana:  
  o 
  Grants +5 power points.  This feat can be taken as many times as a player wishes. 
   
   
  ’
  (Wo)Man s Best Friend:   
  o 
  Can Summon a Dog for free (acts like a minion, Defences: 17) 
   
   
  Magic Focus; Dweomer:   
  o 
  Adds +1 to buff powers 
   
   
  Magic Focus; Spells:   
  o 
  Adds+1 to spell cast 
   
   
  Monkey Grip:   
  o 
  Allows a Hero to use a weapon larger than his size without penalty. 
   
   
  Martial artist:   
  o 
  +1 to unarmed attacks 
   
   
  
   
  Hero Builder © 
   
   
  33 
   
  Power Caster:   
  o 
  The Hero may use powers with 12pps or less for one action at the cost of –3 to their attack 
  and to their healing buffs for that power. 
   
   
  Proficient:   
  o 
  Adds 5 proficiency points. This feat only works for one level but can be taken as many times 
  as a player wishes. 
   
   
  Quick Draw:  
  o 
  Allows a Hero to change weapons as a free action. 
   
   
  Quick Thinking:   
  o 
  Grants +5 to initiative. 
   
   
  Quick Inspiration:  
  o 
  Grants +3 to the initiative of yourself and all allies while in your presence. 
   
   
  Quick Reload:   
  o 
  Allows the reloading of a ranged weapon as a free action. 
   
   
  Rune Reader:   
  o 
  Grants a +2 bonus to all rune-based skills. 
   
   
  Self-Repair:   
  o 
  The Hero can make a three point healing surge as a free action at will. 
   
   
  Skill Full:   
  o 
  Grants a +2 bonus to all technical skill checks.  Skills such as drive, piloting, mechanics, 
  thieves’ skills or weaponology. 
   
  Slayer:   
  o 
  Adds +1 to all melee weapon attacks. 
   
   
  Smooth Rambler:   
  o 
  Adds +3 to all Charisma based skill checks when going against the Heroes opposite sex. 
   
   
  Spider Climb:   
  o 
  Allows a Hero to climb up to three spaces as a standard move action 
   
   
  Survivalist:  
  o 
  Grants +2 to all outdoorsman skill checks. 
   
   
  Thunder Punch:   
  o 
  Increases unarmed attack damage by one die. 
   
   
  Toughness:  
  o 
  Grants +5 hit points.  This feat can be taken as many times as a player wishes. 
   
   
  Tree Roots:   
  o 
  Any Knockback effect is cut in half when it hits your Hero and If your Hero goes below 0 (HP) 
  they stay standing. 
   
   
   
  
   
  Hero Builder © 
   
   
  34 
   
  Two Fates:   
  o 
  Twice per in game day you can flip a coin instead of rolling a d20. If Heads, You “Rolled” a 
  natural 20. If Tails, You “Rolled” a Natural 1. 
   
   
  Weapon Focus:   
  o 
  Grants + 1 to attacks with a specific weapon. 
   
   
  Wrestler:   
  o 
  Adds +5 to grapple checks. 
   
   
  You Go First:   
  o 
  Allows a Hero to swap initiatives with an ally to allow them to go first in combat. 
   
  HOMEBREW: 
   
  ____________________: 
  o 
  _______________________________________________________________________________
  _______________________________________________________________________________
  _______________________________________________________________________________ 
   
   
  ____________________: 
  o 
  _______________________________________________________________________________
  _______________________________________________________________________________
  _______________________________________________________________________________ 
   
   
  ____________________: 
  o 
  _______________________________________________________________________________
  _______________________________________________________________________________
  _______________________________________________________________________________ 
   
   
  ____________________: 
  o 
  _______________________________________________________________________________
  _______________________________________________________________________________
  _______________________________________________________________________________ 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Hero Builder © 
   
   
  35 
  Chapter 5: 
  Let’s Play with Power 
   
  I NEED MORE POWER 
  It’s time to talk about powers.  The Hero Builder system allows players to build, modify and 
  customize their own powers.  A Hero Master will find that players, when given creative control, 
  come up with a WIDE and UNPREDICTABLE array of powers. It is best to have the Hero describe 
  what they do and then put the mechanics onto it. Powers, all of them, cost power points not 
  only to use but to create.   A Hero’s starting amount of power points is {d8 or 4 + (Base Wisdom 
  Ability Score)}.  In a Godly campaign Heroes get an extra 20pp at first level. A Hero can’t go below 
  0 PP. (Every time a Hero levels up, their PP goes up by {1d8 or 4 + their Wisdom bonus.}) 
  Every Hero also has a POWER MATRIX, or PM for short.  This stat determines how strong the 
  powers the Hero may create are; a Hero cannot make a power that goes over their current power 
  matrix. If their PM is 10 they cannot make a power that costs more than that.  The power matrix 
  increases every time the Hero levels up. A Hero gains five points of power matrix every level.  The 
  cost of a power in power points is also its value on the power matrix. Lastly the power must have a 
  corresponding proficiency that the Hero has taken. (See page 53 for “Combat”) 
  ATTACK POWERS 
  Attack powers are attacks that use something other than a weapon, usually magic, to inflict 
  damage and/or a condition upon an enemy. In some very unusual cases a weapon may be used to 
  do something other than inflict damage, and will be considered an attack power. For example, a 
  monk uses their staff to sweep an enemy’s feet out and knock him prone.  The power does no 
  damage therefore does not need to overcome armor, but it does inflict the prone condition.  It must 
  overcome the enemy’s reflex defense, thus a weapon attack becomes an attack power. 
  
   
  Hero Builder © 
   
   
  36 
  Attack powers require an attack roll.  This attack roll will NOT be against the enemy’s armor 
  class, but rather it will go against one of their other defenses.  Most attack powers use some form 
  of energy, (fire, cold, electricity) and energy does its damage without having to get through armor.  
  A well armored knight caught in a fire ball will bake in his armor like a Christmas turkey.  Since his 
  armor can’t protect him from the heat, the fire ball goes against one of the other defences. With a 
  little common sense, you can determine which defense to put an attack against.  If it can be 
  evaded or dodged it goes against reflex, if it can be resisted or shrugged off it goes against 
  fortitude and if it affects the mind or soul it goes against will. 
  Dealing damage and conditions are the effects of the power and powers may have multiple 
  effects.  Every power has a primary effect.  In the case of multiple effect powers, the primary effect 
  will be the most basic effect, such as dealing damage.  Secondary effects would include conditions, 
  such as stun. It is advisable to allow a maximum of four effects to any given power, if for no other 
  reason than to keep the game flowing. (It wouldn’t be very fun for a player to wait for another 
  player to roll fifteen different effects. Everyone wants to take a crack at the baddies after all). 
  Here is an example of a multiple effect attack power.  The player wants to make a power 
  that is a fireball that knocks enemies backwards and sets them on fire.   The primary effect is the 
  fireball’s damage.  This is determined by an attack roll against the enemy’s reflex defense.  Fireball 
  is a burst effect so the attack roll will go against the reflex of every enemy in the burst range.  The 
  first secondary effect is knock back.  This causes enemies to be knocked backwards and if they hit 
  something they take additional damage.  This is an attack roll against the fortitude defense.  The 
  last secondary effect is burning.  This is a condition that causes burning damage to be taken every 
  round.  The attack roll is once again against the fortitude defense. 
  With attack powers, the player will determine the damage values and the duration and 
  potency of the conditions.  These numbers will contribute to the final cost in power points and the 
  power matrix value.  
  
   
  Hero Builder © 
   
   
  37 
  Here is a chart of damage values.  Power point cost is multiplied by the number of dice in 
  the damage, thus 2d8 would be 8 pts, 3d8 would be 12 pts. Every die after the first is an extra 1pt, 
  so that 3d8 is finally 14 pts in total. 
   
   
  The duration of a condition has point value cost as well as the condition itself.  The duration 
  cost is determined by how many turns the condition lasts.  See the Condition chart below. 
   
   
  All conditions lasting more than one turn can be negated by a saving throw.  The maximum 
  duration for a condition is equal to the Hero’s level. It is up to the Hero Master’s discretion how 
  difficult such a throw can be or how often it can be made. 
  Take note that some of these conditions inflict hit point damage over a period of time.  The 
  maximum amount of damage that can be inflicted per round would be equal to the Hero’s level.  
  For instance, a third level Hero could cause a maximum of 3 points of BLEEDING damage per round 
  and the BLEEDING condition would last a maximum of 3 rounds, and the enemy would get a saving 
  throw against the condition every round after the first round. 
  List of Conditions 
   
  BLEEDING:   
   
  The affected creature takes damage every round due to blood loss.  Only attacks that do 
  slashing or piercing damage can cause bleeding.  Point value cost: 2 points per 1hp lost. 
   
   
  BLINDED:   
   
  A blinded creature grants combat advantage and takes a -5 penalty to all actions except 
  listening checks.  The blinded creature may move but it will be as though over rough terrain. 
  Point value cost 10 points. 
   
   
  Dice 
  d4 
  d6 
  d8 
  d10 
  d12 
  d20 
  d100 
  Power matrix cost 
  2pt 
  3pt 
  4pt 
  5pt 
  6pt 
  10pt 
  50pt 
  Turn 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th 
  Power matrix cost 
  Free 
  3pt 
  6pt 
  9pt 
  12pt 
  15pt 
  
   
  Hero Builder © 
   
   
  38 
   
  BURNING:   
   
  The effected creature takes damage from fire (or another energy capable of burning, 
  radiation, acid etc...) every round.  Point value cost 2 points per 1hp lost. 
   
   
  CHARMED:   
   
  A charmed creature is under the control of a charm.  It will not do anything the charmer 
  commands, as with a DOMINATED creature, but it cannot make attacks or other actions 
  against the charmer or his allies.  It cannot buff its own allies.  The charmed creature grants 
  combat advantage, moves at half speed and may not make opportunity attacks.  Point value 
  cost: 10 points. 
   
   
  CONFUSED:   
   
  A confused enemy grants combat advantage and may not make opportunity attacks.  All 
  attack actions made while confused have a 50% chance of being against the nearest ally to 
  the affected creature. Point value cost: 10 points. 
   
   
  CURSED:   
   
  A cursed creature will grant combat advantage and will suffer a -2 penalty to all actions.  
  Point value cost: 5 points. 
   
   
  DAZED:   
   
  A creature that is dazed will grant combat advantage.  It may make normal actions but at a -
  1 penalty. Point value cost 2 points. 
   
   
   
  DEAFENED:  
   
  A deafened creature cannot hear anything.  It grants combat advantage and may not make 
  opportunity attacks.  A deafened creature is immune to COMMAND powers.Point value cost 
  2 points. 
   
   
  DOMINATED:   
   
  A dominated creature is under the control of you (or your enemy).  The creature will perform 
  actions that its controller chooses. Only the creature dominated can snap themselves out of 
  it. Point value cost 20 points. 
   
   
  FREEZING:   
   
  A creature afflicted with freezing will take cold damage every round.  Point value 2 points 
  per 1 hp lost. 
   
   
  HELD:   
   
  A held opponent grants combat advantage.  The creature may not move but can make 
  attack actions and opportunity attacks, provided those actions require or allow no 
  movement. Point value cost: 5 points. 
   
   
  IMMOBILIZED:  
   
  An immobilized creature cannot move or make any actions other than saving throws and 
  awareness checks.  If the creature has a proficiency that requires no movement, such as 
  commands, it may use this action.  It grants combat advantage.  Point value cost 12 points. 
   
   
   
  
   
  Hero Builder © 
   
   
  39 
   
  KNOCKED‐BACK:   
   
  When knocked back, a creature is moved backwards.  If it hits something it takes 1d6 
  points for every space.  Point value cost is 2 points per space.  Knock back always moves a 
  target backwards across the board, in a straight line.  It does not function as a way to crush 
  enemies into the floor or through the ceiling. 
   
   
  LIFE‐DRAINED:    
   
  A creature that is life drained will take necrotic damage every round.  Point value 2 
  pointsper 1hp lost. 
   
   
  OFF‐BALANCE:   
   
  An off balance opponent will grant combat advantage.  Point value costs 2. 
   
   
  PARALYZED:   
   
  A paralyzed creature can make no actions of any sort and grants combat advantage.  Point 
  value cost 20 points. 
   
   
  PETRIFIED:   
   
  A creature that is petrified has been turned to stone.  It can make no actions, nor can it be 
  harmed, except by attacks that could damage stone.  The petrified creature will take 1d10 
  points of damage every round it remains petrified.  If its hit points are reduced to zero it is 
  dead.  However if the petrified creature is revived after death it will be unconscious and 
  with1 hit point. Point value cost 30 points. 
   
   
  POISONED:  
   
  A poisoned creature takes poison damage every round.  Point value cost 2points per hp. 
   
   
  POLYMORPH:   
   
  A polymorphic creature has been transformed into something else, typically something 
  harmless.   A polymorphic creature can do no more than the form it has been turned into 
  can do.  Point cost is 20 points. 
   
   
  PRONE:   
   
  The creature is knocked prone.  A prone creature will have to take two actions to get up.  An 
  acrobatics check may be made to get up as a free action. Point value cost is 2 points. 
   
   
  REPELLED:   
   
  A creature is forced to move backwards away from a point of attack or a Hero.   This inflicts 
  no damage, thus if the repelled creature hits something it simply stops.  This costs 1 point 
  per space of movement. 
   
   
  RITE:   
   
  A Rite is a unique condition as it lowers the cost of any power at the cost of actions.       
  Every action that is used 6pps is removed from the overall cost. Paying the Rite cost can be 
  done over multiple rounds of combat yet must be competed first before other powers can be 
  used; the powers true pp cost is still how much the power is even with Rite. Example: If a 
  powers true cost is 20pp they can make the Cost of the power (Rite3, 2pp); but it’s still 
  20pps and a power matrix of 15 cannot make the power. Lastly a Rite can only be started in 
  combat and fails if combat ends before it is completed. 
   
   
  
   
  Hero Builder © 
   
   
  40 
   
  SLOWED:   
   
  A slowed creature moves at half its normal movement. Point value cost 2 points. 
   
   
  SPELL BOUND:   
   
  A creature that is spell bound cannot use magic of any sort.   Point value cost is 20 points. 
   
   
   
  STUNNED:   
   
  A stunned creature grants combat advantage.  It can make only partial actions and cannot 
  make opportunity attacks.  The stunned creature can only move a single space in a round.  
  When a stunned creature recovers it will be DAZED for one round.  Point value cost 10points 
  points. 
   
   
  SWAP:   
   
  A Hero can swap a stat or a defense either on their character sheet or on an enemy if they 
  make an attack roll. For example if a Hero wanted to use their Intelligence instead of their 
  Dexterity for their attack then they can swap the two for the round. If a Hero wanted to swap 
  a foes Will defence with their armor class they would swap the two for the round. Point value 
  is 2points per pair of swapped numbers. 
   
   
  TERRIFIED:   
   
  A terrified creature cannot make any actions against the one who terrifies it.  There is a 50% 
  chance the terrified creature will flee.  Creatures with a fearless morale are immune to 
  this.Point value cost 10 points. 
   
  HOMEBREW: 
   
   
  ____________________: 
  o 
  _______________________________________________________________________________
  _______________________________________________________________________________
  _______________________________________________________________________________ 
   
   
  ____________________: 
  o 
  _______________________________________________________________________________
  _______________________________________________________________________________
  _______________________________________________________________________________ 
   
   
  ____________________: 
  o 
  _______________________________________________________________________________
  _______________________________________________________________________________
  _______________________________________________________________________________ 
   
   
  ____________________: 
  o 
  _______________________________________________________________________________
  _______________________________________________________________________________
  _______________________________________________________________________________ 
   
   
  
   
  Hero Builder © 
   
   
  41 
  Table of Costs 
   
  AREA EFFECT POWERS 
  Some powers will affect an area and all enemies within that area.  There are two kinds of 
  area effects and the first is “blasts” (BL) Blasts expand outward from the caster like a layered cone.  
  The first layer is the spaces directly in front of the caster.  The second layer is the next three spaces, 
  the third the next three spaces, and so on.  A dragon’s breath attack is a good example of a blast 
  power. 
  The second type are “burst” powers (BR), these emanate from a single spot. The first layer 
  of a Burst Power is all of the spaces directly adjacent to its starting space.  Its second layer is all 
  spaces directly connected to the first layer, and so on. 
  Name 
  Cost 
  Bleeding 
  2pt per hp lost 
  Blinding 
  10pts 
  Burning 
  2pt per hp lost 
  Charmed 
  10pts 
  Confused 
  10pts 
  Dazed 
  2pts 
  Deafened 
  2pts 
  Dominated 
  20pts 
  Freezing 
  2pt per hp lost 
  Held 
  5pts 
  Immobilized 
  12pts 
  Knocked Back 
  2pts per space 
  Life Drain 
  2pt per hp lost 
   
   
   
   
  Name 
  Cost 
  Off-Balanced 
  2pts 
  Paralyzed 
  20pts 
  Petrified 
  30pts 
  Poisoned 
  2pt per hp lost  
  Polymorph 
  20pts 
  Prone 
  2pts 
  Repelled 
  1pt per space 
  Rite 
  1 Action = ‐6pts 
  Slowed 
  2pts 
  Spell Bound 
  20pts 
  Stunned 
  10pts 
  Swap 
  2pts per number swaped 
  Terrified 
  10pts 
   
   
   
   
  
   
  Hero Builder © 
   
   
  42 
  See the chart below for the point cost for each layer. (O=Origin Point, E=Effect, N=No Effect) 
   
  TRIGGER POWERS 
  A nifty little type of power is a trigger power. This is a type of power that, when the given 
  situation arises, will trigger and do the given action of the power. One Trigger Power can only be 
  activated once per round when it’s not the Hero’s turn. A Trigger power always must contain 
  something that triggers it, like being attacked, costs 2pp and does not take an action to use. If a 
  Trigger power is causing tension between Heroes, have the trigger power reworked. 
  TARGET POWERS 
  Another nifty little type of power is a target power. Target powers are simple; they simply do the 
  effect of the whole power on another location, enemy or ally beyond the first target.  
  A Target power costs 4pp per extra target 
  QUICKEN 
  Sometimes you just need to go faster. If you add quicken to a power then the power will only cost 
  one action in combat instead of two. Costs 12pps 
  BASIC ACTION 
  You can take/give a basic action to a Hero, NPC or Foe (can be tied with other powers types).Yet a 
  Combatant (you, an ally or an enemy) can only get 2 extra basic actions in a round. Costs 6pps. 
  ENERGY SOURCES 
  All attack powers that inflict damage, do so using some sort of energy (remember attack powers 
  use something other than a weapon.) Here are the energy sources that can inflict damage. 
  Layer 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th 
  7th 
  BLAST 3 
  BURST 1 
  Blast 
  3pt 
  6pt 
  9pt 
  12pt 
  15pt 
  18pt 
  21pt 
  N 
  N 
  N 
  E 
  N 
  N 
  N 
  E 
  E 
  N 
  O 
  E 
  E 
  E 
  N 
  N 
  N 
  E 
  E 
  N 
  N 
  N 
  N 
  E 
  N 
   
  N 
  N 
  N 
  N 
  N 
  N 
  E 
  E 
  E 
  N 
  N 
  E 
  O 
  E 
  N 
  N 
  E 
  E 
  E 
  N 
  N 
  N 
  N 
  N 
  N 
   
  Burst 
  4pt 
  8pt 
  12pt 
  16pt 
  20pt 
  24pt 
  28pt 
  
   
  Hero Builder © 
   
   
  43 
   
  COLD:  
  o 
  Any kind of cold or freezing power is cold energy. 
   
   
  FIRE:  
  o 
  Flames or heat of any sort fall under this energy source. 
   
   
  FORCE:   
  o 
  An invisible energy that can strike with the weight of a sledgehammer or throw enemies 
  backwards.  This typically goes against fortitude, and if the enemy will be moved it will use 
  its strength vs the attackers spell cast to resist.  
   
   
  DESTRUCTION:   
  o 
  Destruction energy is the power to undo things in the physical universe at an atomic level.  
  Disintegration powers would be an example of destruction energy. 
   
   
  LIGHTNING:   
  o 
  All electricity damage is lightning energy. 
   
   
  NECROTIC:  
  o 
  This is death energy.  It drains the life from living things. 
   
   
  PSYCHIC:  
  o 
  The energy of the mind.  Psychic energy attacks will always go against the Will defense. 
   
   
  POISON:  
  o 
  The power to add poison damage.  This does not have to require the attacker to treat a 
  weapon with poison.  The poison is an energy form. 
   
   
  RADIANCE:   
  o 
  This is the power of pure, holy light.  This energy comes from the celestial heavens and thus 
  is more effective against undead or fiendish enemies. 
   
   
  THUNDER:   
  o 
  The power of sound. Attacks that use this energy source often include deafened as a 
  condition. 
   
   
  RADIATION:   
  o 
  Burning energy that can slow and weaken an enemy, like nuclear fire. 
   
   
  ____________________: 
  o 
  _______________________________________________________________________________
  _______________________________________________________________________________
  _______________________________________________________________________________ 
   
   
  ____________________: 
  o 
  _______________________________________________________________________________
  _______________________________________________________________________________
  _______________________________________________________________________________ 
   
  
   
  Hero Builder © 
   
   
  44 
  REVIEW THUS FAR 
  Okay, now that we have discussed attack powers and their point value cost, let’s revisit our sample 
  power, a fire ball that causes knockback and burning.  First it is a burst attack.  The player wants 
  two burst layers, thus a 6 point cost.  The player says he wants the fireball to inflict 3d6 points of 
  damage.  Remember the point value for dice damage? A d6 is 3 points; the first die is free but the 
  second and third cost an extra point each, so 3d6 is 11 points.  Next, the player wants a 2 space 
  knockback, that’s 4 more points.  Last, the player wants his fireball to cause the burning condition 
  for three rounds at 3 points per round.  That makes this effect of the power 9 points.  That would 
  make this fireball power a 26 point power.  It would cost 28 points to use and would require a 
  power matrix of at least 26. 
  BUFF POWERS 
  Buff powers grant a beneficial effect to a player character or their allies.  These kinds of 
  powers are passive which means they do not require an attack roll.  (Except in the case of a Hero 
  trying to buff a dragon or some equally magic resistant creature). 
  Anything that is beneficial would be a buff power: A healing power, a strength 
  enhancement, a bonus to an attack roll would all be buffs.  When restoring hit points or power 
  points, it works by the die just like attack powers.  Every die after the first is an extra 1pt.  
   
   
   
  When adding to an attack roll, defense score or ability score, it costs 2 points per every 
  point added; thus to add 4 points of strength would cost 8 points.  
  To remove a harmful condition it costs one half the conditions cost to inflict. 
  In the case of imbuements or enchantments, the cost is by the dice, just like the damage 
  cost for attack powers. 
  Dice 
  d4 
  d6 
  d8 
  d10 
  d12 
  d20 
  d100 
  Power matrix cost 
  2pt 
  3pt 
  4pt 
  5pt 
  6pt 
  10pt 
  50pt 
  
   
  Hero Builder © 
   
   
  45 
  Let’s do a sample Buff Power, just to get the hang of things.  A player wants to make a 
  power that restores both hit points and power points.  He decides the power will restore 1d8 to both 
  stats.  That would be 4 points for each, thus an 8 point power.  A buff requires no attack roll, 
  therefore the players Dweomer proficiency bonus would add points to the healing buff. 
  MOVEMENT POWERS 
  Movement powers are powers that, as they are named, always involve movement.  These 
  are especially useful for attackers and duelists, who like to add movement to keep their opponents 
  off balance.  Movement powers are often incorporated into combo powers, to add movement to an 
  attack. 
  Movement powers are pretty simple to use.  They add movement.  If a power adds 
  movement, whether it is simple foot movement or something more exotic like flying, teleporting or 
  running up a wall, it is a movement power.  
  Movement works by 5 foot spaces, or a single square on a battle mat.  Every space a 
  movement power adds to a Hero’s basic movement will cost one point, whether it is by flying or by 
  wall crawling or walking through shadows. All movement powers negate attacks of opportunity.  
  Also, a movement that allows a Hero to move in some exotic fashion, even though he may not add 
  extra movement is a movement power. 
  Here’s a sample power.  The player wants to be able to run up a wall.  The player doesn’t 
  want any extra movement, just a standard move action, only up a wall.  This would cost 6 points as 
  a standard move is up to 6 spaces. 
  Okay, now let’s say a player wants his character to add some movement after an attack, to 
  keep his enemy at a distance.  He wants to add 3 spaces of movement.  The attack, whatever it 
  may be, becomes a combo power, and the 3 movement spaces will add 3 points to the powers 
  total cost. 
  
   
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  46 
  WEAPON ATTACKS 
  Weapon attacks are attack powers that use a weapon to inflict damage and conditions. A 
  weapon is anything that causes physical damage, slashing, piercing, or bludgeoning.  A weapon 
  must penetrate armor to do its damage and thus weapon attacks always go against armor class.  
  An attack using a sword, axe, claw, bite or fist would all be considered weapon attacks. A weapon 
  attack will always use the weapons damage as its base damage.  The Hero can add damage or 
  conditions to the attack.    
  Adding damage to a base weapon damage using a weapon power works like this:                
  1 hit point = 1 power point up to 6 hit points. Double weapon damage will double the number rolled 
  on the base damage die, then strength and other bonuses are added.  This will cost 10 power 
  points.  Triple weapon damage costs 20, Quadruple costs 30, and so on in units of 10.  Only 
  Weapons Powers can be doubled, not Attack powers. 
  For double total damage the Hero makes a damage roll, adds his bonuses, then doubles 
  the entire score.  This costs 20 power points for double, 40 for triple and so forth in units of 20. 
  Adding conditions to a weapon attack is done the same way as inflicting conditions with an 
  attack power.  The player rolls a secondary attack roll against a defense, other than armor class to 
  inflict the condition.  With a weapon attack combo, the weapon damage is always the primary 
  effect of the attack. 
  Here’s an example: A player wants to imbue her sword attack with fire damage.  She wants 
  to add 1d8 points to the attack.  This player also wants this attack to do double weapon damage.  
  She will make an attack roll against the enemy’s armor class.   If she hits, she doubles the rolled 
  damage and then adds her bonuses, and makes a secondary attack roll against the fortitude 
  defense.  If that hits she adds the fire damage. The point value cost of this power will be 10 power 
  points for double weapon damage, and 4 points for the 1d8 points of fire damage. 
  
   
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  47 
  SUMMON A MINION 
  A Hero can make a power that can summon a minion. Minions are extremely weak beings, 
  are an extension of the Hero, are controlled on the same turn as the Hero; and use the Heroes 
  actions for that round of combat. Flavorfully, a Minion can be anything, yet they still work the same 
  mechanically. A minion has to be created, usually with Transportation, Conjuration or Illusion. 
  (Raising the dead counts as a minion)    A Minions base AC and defenses are all equal to the Hero’s 
  proficiency bonus +5. A minion can make a basic attack that uses the Heroes spell bonus and does 
  1d6 damage using one of the Heroes’ power sources. A minions HP is 5 + the Proficiency bonus. A 
  Hero’s power that creates two minions can never create more than those two minions. The Powers 
  Minion cap is two. Each Minion costs 5pts. If a Minion power is causing tension between Heroes, 
  have the Minion power reworked. 
  NON‐COMBAT POWERS 
  The vast majority of powers that players will create will be combat based, for the purpose of 
  decimating their enemies. The powers we have discussed here are all combat based whether buff 
  or attack. Sometimes, however, a player will come up with a power that has nothing to do with 
  combat. These powers either do something in role play or buff a Skill for a short amount of time so 
  that the Hero’s skill check bonus is increased. For every one point that is increased, the power costs 
  2pps. Non-combat Powers do not take an action to use in combat if used during a skill check roll. 
  THE POWERS IN YOUR HAND 
  Okay, we have seen how powers work mechanically, and how to score their costs; now let’s 
  look at how to build a power from the ground up.  Let’s demonstrate this with a simple sample 
  power, “Fire Ball”.  First there is PROFICIENCY.  All powers require a proficiency, the power’s source, 
  and the ability a Hero must channel to perform the power.  The proficiency for “Fire Ball” is spells.  
  Next is the power type and energy – for fire ball that would be attack power, burst (BR), the burst 
  
   
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  48 
  size and FIRE.  The attack roll and the defense it must overcome is next.  Add up the bonuses (base 
  attack bonus, charisma modifier and spells proficiency level.)   
  Next we describe the effect, that is, what the power does mechanically. Remember the 
  primary effect is always hit point damage, the most basic of effects.  Don’t forget to add any 
  bonuses, like the Hero’s Charisma MODIFIER.  You might want to list the power’s total damage 
  potential as well.  Next the target or targets, those affected by the power.  Last we calculate the 
  POWER POINT cost and score the power. Once we are done lets write it down on our character 
  sheets. 
   
  Fire Ball(27pp) Spells, Attack power 
  o BR 3  +12 vs reflex   If Hit   5d6 +3 (8-33 hp)  Target(s);  (All enemies in the 
  burst zone.) 
  A THOUGHT ON DEATH POWERS 
  “I disallow death powers in my game and would strongly suggest you do the same.  By 
  death powers I refer to powers that deal instant death rather than inflict hit point damage or a 
  condition. No Power should be allowed if it would force a Hero, NPC or Enemy to permanently leave 
  combat instantly, i.e. open a portal to nowhere under their feet and they are gone. 
  If a player is allowed to make a death power and use it in battle, he can kill a huge powerful 
  boss in one try.  What’s the point in designing an epic combat encounter if the players can win on 
  one lucky throw?  A Hero Master is then tempted to allow enemies to use death powers, but the 
  idea is NOT to kill off characters.  Such a Hero Master is the very WORST sort to play under.  It is not 
  a competition between players and Hero Master.  The Hero Master has godlike power in the game 
  universe, the players cannot compete with that, nor should they have to.  I eliminate these 
  problems by disallowing such powers for either players or enemies.” – Tym Thatcher 
   
   
   
   
   
   
   
  
   
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  49 
  Chapter 6: 
  Hero’s Tools of the Trade 
   
   
  Now that you have your Hero, it’s time to go over some tools of the trade. As the Hero, or 
  one of the Heroes, it is your job to embark on the story that the HM sets out for you. As such your 
  Hero is an independent actor in the story, so they will need to know the part they will be playing. 
  WHAT IS GOOD? 
  When thinking up a character it is a great starting point to think about what kind of being 
  are they. What do they consider “GOOD.” After all, every Hero is doing good in their eyes. To one 
  Hero it is “GOOD” to help those who are in distress. Another Hero might say that It is “GOOD” that 
  they are prepared for battle at any cost, even if it means stealing money from people. After all, the 
  Hero is going to help them in the long run so the ends justify the means.  
  Another Hero might consider it “GOOD” to share the secrets of their magic to the common 
  folk; knowledge should be free for everyone, even the knowledge to do great harm to others. Good 
  is what the Hero “defines” is good. If the Hero’s morals run alongside with the society at large then 
  they will not run into much trouble, yet they might run into trouble with another society with 
  different morals in a different area. Whenever something happens, ask this question of your Hero, 
  “Did you consider that good?” 
  DECLARE INTENT 
  When you are about to attempt something declare your Hero’s intent first. Do not just roll 
  and add up the bonuses, then tell the HM or the Party what number you got. First tell the group that 
  you wish to do a thing. For example, I would declare that I will punch the NPC in the nose. This 
  allows everyone to be ready for the outcome or to prevent the outcome. If everyone is on the same 
  pag then no one will get lost. 
  
   
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  50 
  DON’T HOG 
  When you are out adventuring with your fellow Heroes it can get exciting rather fast and you 
  might forget the party. It’s a good rule of thumb to not talk over other Heroes and allow them some 
  time in the spot light as well. After all, we all want to be the Hero, yet it should never come at the 
  expense of robbing another player of their chance to be a Hero. 
  PRM 
  We all want to have a great time around the table and play with lots of fun and interesting 
  people. Yet nothing can kill the mood faster than bringing up PRM. PRM is Politics, Religion and 
  Money. Everyone around the table is there to have a great time and escape the real world for a bit. 
  If the PRM is in game that is fine, yet it’s unwise to bring up real world PRMs as that may cause 
  fighting and put everyone in a rather angry mood.  
  WHITE RABBITING 
  We all know the tale of the white rabbit in a waist coat, looking at his pocket watch and 
  exclaiming to poor Alice that he was late for a very important date. It’s best to not be that white 
  rabbit ourselves and arrive at the appointed Candle on time and with our character sheets ready. 
  Also it is good to make it to every game session as missing two or more in a row might bring ill will 
  towards you. After all who can form a Heroic bond if the other Hero is not there? If you cannot 
  make it at all due to foreseen devices, let your band of merry Heroes know you will not be able to 
  make it. Do not tell them half an hour before hand. 
  HEROICALLY DRIVEN 
  It’s always a good idea to give your Hero a long term goal; something they are striving for. If 
  your Hero wishes to create a library from all the door knobs they stole, then let them go for it. If 
  your Hero wishes to save their people from enslavement, let them do it. If your Hero just wants 
  money and power, let that Hero shoot for the stars. Every Hero has a goal, so make sure you know 
  your own Hero’s goal.  
  
   
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  51 
  SHAREING IS CAREING 
  When adventuring, your group will come across grand treasures and epic artifacts. So it’s 
  good to keep in mind that everyone in the party might want a share of that plunder. Share the loot 
  with your group and work together to make all your playing time fun. Don’t steal from your fellow 
  Heroes and don’t horde all the gold; everyone wants to have fun. 
  BLACK JEWISH PIGMY CANNIBALS FROM SPACE 
  Unless it’s the kind of game you are going for, make sure your Hero makes sense. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
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  53 
  Chapter 7: 
  Combat 
   
  Combat in Hero Builder is a turn-based combat system.  First, every combatant rolls a d20 
  for initiative to see who goes first.  Initiative is a d20 +dexterity bonus+ any other bonuses.  Use an 
  initiative roll at the top of every round, grenades and other such explosives will detonate at the end 
  of the round. we find this gives combat an organic feel, and you do not need to do this yourself.  
  Combat proceeds in rounds.  A round of combat consists of turns (every turn being 2 
  seconds in game). Each player or enemy takes their turn in the order their initiative determines 
  (highest numbers go first).During each of the combatants turns, they can do two actions. They can 
  hold their actions but lose those actions at the bottom of the round. Below are the different actions 
  that a player can take. 
   
  FULL POWER: 
  o 
  This takes two actions, the Hero can use any power they have. 
   
   
  SMALL POWER: 
  o 
  This takes one action, the Hero can use any power that costs 6 or less power points. 
   
   
  STANDARD MOVEMENT: 
  o 
  This takes one action, the Hero can move 6 spaces + the Heroes Dexterity Bonus if they pass a 
  acrobatics skill check. (Negative numbers to not take away from the original 6.) 
   
   
  5-FOOT STEP: 
  o 
  This is a free action but can only be used once per turn and becomes a standard movement after the 
  2nd step, the Hero moves one space or 5 feet. 
   
   
  BASIC ATTACK: 
  o 
  This takes one action, the Hero can make a basic weapon or un-armed attack. 
   
   
  ARMING: 
  o 
  This takes one action, the Hero can switch to a new or different weapon. 
   
   
  RELOADING: 
  o 
  This takes one action, the Hero reloads a ranged weapon. 
   
   
  SKILL CHECK: 
  o 
  This is a free action but can only be used once per turn and costs one action after the free one, the 
  Hero can do a skill check. 
   
   
  RUN AND ATTACK: 
  o 
  This takes one action, the Hero can move 6 spaces or 30 feet and then make a basic weapon or un-
  armed attack, but every step taken puts a -1 to the attack roll. 
  
   
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  54 
  ACTION POINTS:  Action points are points that every Hero, and some enemies, have.   
  Action points can only be regained in full by resting [in game] for longer than 6 hours. Action points 
  can be spent to give one extra action per turn during your turn, or can be used to add to an attack 
  or to damage by rolling 1d6 and adding it to said first roll. A Hero can only use one action point per 
  round of combat. 
  HERO POINTS:  Hero points are awarded to a player for a multitude of reasons.  The HM 
  could award a Hero point for exceptional roll play, an epic round of combat, solving a difficult puzzle 
  with no aide from the HM or NPCs, ext. Another method is that the other players will vote to have 
  the player whose Hero did an extraordinary act to get a Hero point. Hero points can be spent to give 
  two extra actions per turn during the Heroes turn. 
  MASTER POINTS:  Master points are the ultimate point in Hero Builder. This point can only 
  be gained from the Hero Master at the Hero Master’s discretion. A Hero who has this point can use 
  it like a wish, one rules-free wish. The only thing this point cannot do is Increase a Heroes Power 
  Matrix and the point cannot be used to make more Master Points. The Hero Master can veto the 
  use of a Master Point if the wish would drastically diminish the overall experience for even one 
  member of the group. 
  MOVEMENT IN COMBAT:  A standard movement action is six spaces on the battle grid or 
  30 feet.  This, for Heroes and most creatures is movement on foot at a walking pace.   To move at a 
  run or sprint, a Hero must make an acrobatics check and then add his dexterity bonus to the move 
  action.    
  When moving over rough terrain a Hero or enemy must make an acrobatics check or trip.  
  (The HM can use his or her own discretion as to what happens upon a trip.)  Dead bodies, bones, 
  loose rocks, broken flagstones, logs, thick grass or roots could all be classed as rough terrain. 
  
   
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  55 
  Some creatures (and even some Heroes, if their players build them as such) can move in 
  less conventional ways, as opposed to walking.  Perhaps they fly, or climb walls, levitate or even 
  teleport to move across the playing board.  In the case of enemies, this movement will be 
  described in their stat block.  In the case of Heroes, if they do not have powers or feats that allow 
  them these forms of movement, they must make skill checks, such as athletics to climb and they 
  will move at half standard movement speed. 
  A BASIC ATTACK ROLL: The attack roll is very simple. First ask this question, is your target in 
  range? For close range this is usually the area around your Hero. If you have a Power that is ranged, 
  all ranged powers reach up to 50 feet or 10 spaces away from your Hero. Once you know that they 
  are in range, simply roll the d20 and add your bonuses (strength bonus, level bonus and any others 
  you may have) and score higher than the enemies armor class (or other defenses) and you hit him. 
  Example; your second level Tank Hero attacks an enemy with an armor class of 16.  First 
  you calculate your Hero’s attack bonus.  Your tank is level 2, thus his base level bonus is +1.  His 
  strength is 18, so he gets +4 as a strength bonus, that makes 5.  As a tank he gets a +2 roll bonus 
  bringing him to +7.  Finally, his proficiency with a sword has 12 points giving him a +2 proficiency 
  bonus.  The Final Attack Bonus that he adds to his attack roll will be +9.  To hit an enemy with an 
  armor class of 16 the player must roll a 7 or better on the D20 to hit. ( 7 + 9 = 16 ) 
  COVER AND SHOOTING INTO GROUPS:  Cover is when a Hero or enemy has cover by 
  hiding behind something (or someone!). This improves their armor class against ranged weapon 
  attacks.  Soft cover, or partial cover, is when the character is behind a small object.  Things such as 
  small trees, heavy shrubs, small pillars, (and people).  Cover like this gives a +3 to armor class. 
  Heavy cover is created by larger objects such as large trees or pillars, around corners, large 
  boulders, (more people).  This cover gives a +6 bonus to armor class. These bonuses should be 
  used to effect attack powers as well.   
  
   
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  56 
  A Hero hiding behind a boulder would have extra protection against a fire ball as well as 
  arrows. I’ve mentioned people as cover, which means shooting into a group.  In this cover instance, 
  if the shooter misses he may hit someone else, an ally perhaps.  Roll a second attack roll to see if 
  someone else is hit. (To make this easy, I just use a 10 up instead of using an armor class –makes 
  it easier and more fun.) In this instance I don’t add the cover bonus against attack powers.  People 
  are not good cover against a fireball! 
  COMBAT ADVANTAGE:  This is the advantage that combatants may get due to 
  circumstances that arise in combat. (See the section on conditions.)  Combat advantage is a +1 
  bonus to attack, armor class and other defenses for a single round (or multiple rounds if a 
  condition persists). If while granting combat advantage, a combatant suffers another condition 
  granting combat advantage, then stack the advantage (+1 becomes +2). 
  WEAPON PENALTIES: The whole idea behind having weapon proficiencies is that Heroes 
  are trained with specific weapons.  Weapon penalties occur when a Hero tries to use a weapon he 
  has little or no training with or he is too small or big to use it. If a Hero uses an item such as a chair 
  as a weapon there is a penalty.  I typically set these penalties at -2 to attack rolls. 
  If a Hero is dual wielding then they can attack with both weapons at once, but it comes with 
  a penalty to do so. The Hero rolls for both attacks and also rolls a d10, adds up the total of the d20 
  with the Hero’s To Hit, and then subtracts the d10 from the total number. Example: If our Tank 
  attacked with two weapons in hand and rolled a 7 on the d10 he would have to have rolled a 14 or 
  better. 
  GRAPPLING: Grappling is a fun addition to combat.  By grappling, I refer to the act of 
  grabbing an opponent, and either pinning (immobilizing) them or inflicting damage (biting, rending, 
  or using some small weapon) upon them.  To grapple is essentially an attack power, as you need 
  not penetrate armor to wrestle someone to the ground, or pick them up and body slam them.     
  The initial attack roll will go against the reflex defense.  This is the act of grabbing the enemy.   
  
   
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  57 
  Once grabbed, the enemy must be overpowered.  Overpowering is a contest of size, 
  strength and technique.  Both combatants will make opposing Overpowering rolls.  An 
  Overpowering roll uses size (+2 per size category), strength, the combatant’s strength modifier, 
  base level bonus, and any technique bonuses (BARE HANDED proficiency and any flairs that 
  improve grappling).  The higher roll overpowers.  Every round in which a grapple ensues, the rolls 
  should be repeated.  Any damage that is done in a grapple will be automatic if the opponent is 
  overpowered.  In the case of Heroes or other human type characters the damage will be unarmed 
  damage; in the case of monsters it will probably be biting. 
  SKILL CHECKS: Skill checks can also be done outside of combat and serve a vital purpose 
  in either case. A skills check is very simple; just like an attack roll the skill that’s being checked is 
  added to a d20 roll and if the number is higher than the check, its successful. The Hero master sets 
  the difficulty of the check (10 and under being relatively easy and no roll is needed.) If this happens 
  then the desired outcome happens regarding that skill. For example your Hero is on the ground, you 
  roll an Acrobatics skill check to get up and add +6 to the 15 you rolled with your d20. The total is 
  21, and the HM determined that to get up it was 17. So your Hero bounces back up to their feet 
  ready for action! 
  DEFENSIVE SAVES: If; at any time a situation calls for a defensive save (when life is on the 
  line or when trying to overcome a condition), this is how it’s done. A number is set like a Skill 
  Check, only this time make sure the difficulty never goes over 25. The one making the Save must 
  now roll a d20 and add the corresponding Ability Bonus that matches the defense being tested. If 
  they get a number higher than the target number they win the Defensive save. 
   Fortitude uses the Constitution Bonus 
   Reflex uses the Dexterity Bonus 
   Will uses the Wisdom Bonus 
  
   
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  58 
  SIZE: Every entity in Hero Builder has a Size. If a character tries to use a weapon or armor 
  that is bigger or smaller they take a -1 penalty for every size that item is away from that character. 
  Example: A Small character would take a -2 penalty if trying to use a large sized item. Pick what 
  best suits the Heroes, Enemies, Non-Player Character or item. 
   
  Little:  
  o 
  ½ a 5-foot square, can occupy any other occupied square with no penalty. 
   
  Human:  
  o 
  A Full 5-Foot Square, considered the default size. 
   
  Large:  
  o 
  Four 5-Foot Squares. 
   
  Massive:  
  o 
  Nine 5-Foot Squares 
   
  Giant:  
  o 
  16 5-Foot Squares 
   
  Titanic:  
  o 
  36 5-Foot Squares 
   
  Kaiju: 
  o 
  64+ 5-Foor Squares. Kaiju have special Rules, see below.  
   
  KAIJU: Some things are so massive they are classified as a Kaiju. Because they are so 
  massive, Kaiju cannot be fought by normal means. They become the very battlefield or campaign 
  themselves. All other sized Heroes can attempt to climb and traverse the Kaiju. If The Heroes are in 
  combat on the Kaiju, whether the Kaiju knows they are there or not, all combatants use their free 
  skill check for the round to try and stay on the Kaiju. If they fail the roll, their movement is cut in 
  half to three 5-Foot squares. If they roll a natural 1 the combatant falls off the Kaiju and must 
  make a Reflex Defensive Save to catch themselves from falling.   
  Kaiju are not indestructible; nothing is un-killable. The Kaiju must have at least a 5-Foot 
  square target that has defenses that the Heroes can attack. If a Player is playing a Hero or is using 
  a Kaiju the same rules apply, yet it is not recommended for Heroes to be Kaiju size unless the 
  campaign has all of the Heroes being Kaiju sized. If such is the case simply use the size chart with 
  Human being a normal sized Kaiju and scaling up from there. 
   
  
   
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  Chapter 8: 
  Making Obstacles 
   
  THE VILLIANS 
  Now it’s time to bring on the bad guys.  Enemies are the opponents that players must 
  vanquish in the course of an adventure.  They can take any form: Monsters, robots, demons, or evil 
  characters are all enemies, and they all work the same way mechanically in the game engine. The 
  Hero builder system allows a HM to create and customize his own enemies for an adventure. 
  WHAT MAKES THEM TICK? 
  There are a few things to understand about how enemies work in the game engine.  First off 
  they obey MOST of the same rules as player characters do.  However enemies can cheat.  Player 
  characters need to be fair, so that all players can have equal enjoyment.  Enemies need not be fair. 
  For instance, enemies don’t need worry about a power matrix. 
  Enemies only need to be viable for a single encounter, so skills and abilities need only be 
  encounter based.  Also they don’t need to have as many skills or powers as they only last one 
  encounter. They are an obstacle your player must overcome. 
  The recipe for creating challenging and interesting enemies for combat is to give them big 
  powers but keep the hit points low.  Players will get bored if a battle gets too long, there is no need 
  to have a battle last more than an hour. Most people no longer have the time for such long sessions 
  with little role play.  The big powers/small hit points recipe allows enemies to have fierce powers 
  that do nasty damage, but they don’t last long.  This makes for short yet exiting combats.  
  Make sure, when creating very powerful enemies that your players have a chance to beat 
  them.  Remember, the players are supposed to win. If you created the enemy a bit too powerful, 
  then lower the HP needed to kill them during the encounter.  
  
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  WHATS IN A FOE? 
  THE NAME: Lets start at the top – the enemies name. Names are vital for not only combat, 
  but role playing as well. It’s easier to picture something that has a name. A good name can either 
  make or break a foe – Vincent the Unhinged Jester sounds much scarier then Keith the Court 
  Jester. If you are pulling from a book/movie/game then the name helps the players all know who 
  they are dealing with and provides common ground for everyone. 
  CHUNKS: Just like a Hero, the enemy has Hit Points that determine if they go down or not 
  during combat. Unlike a Hero the enemy does this with chunks. Chunks work like this in Hero 
  Builder: 1 Chunk = 5(HP). For example an enemy with 9 Chunks would have 45 Hit Points. 
  Remember to Keep the Chunks low, yet not too low that the Heroes can K.O. your enemy in 
  one shot. Good Rule of thumb for Chunks is to take a Heroes strongest attack and give the enemy 
  the amount of chunks to withstand it once.  
  Let’s take the Fire Ball power we made all the way back in Powers (Page: 47). Its max 
  damage was 33 HP, so let’s give an enemy that was facing that Hero 7 Chunks, 35 HPs. That way it 
  will take two to four good hits. 
  ABILITY SCORES: Now we will go to the ability scores.  An enemy gets only two abilities, 
  unlike a Hero. These are its Strength and Dexterity, as these are only important for grappling and 
  initiative respectively. They can have any number they want, as a Foe is only meant for a quick one- 
  time combat.  
  DEFENCES: A Foe has defences just like a Hero, and unlike a Hero a Foe’s defences are 
  created by the Hero Master. These defences are Armor Class, Fortitude, Reflex, and Will; the 
  numbers for these defences should reflect how the foe fights in combat. The Bigger the Foe, the 
  better its Armor Class and Fortitude. The Faster the Foe the better the Reflex. A foe that wields 
  powers from afar has a better Will. If you want, it’s a good rule of thumb to make these numbers at 
  
   
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  61 
  least 10 + whatever number you want to add.  It’s up to you, yet a Hero should be able to overcome 
  even the highest defense by rolling a 20 on a d20 + their attack bonus. 
  ROLE: If the Enemy is rather important then it’s a good rule of thumb to give them a roll.  
  An enemy’s roll works the same way as a player character’s roll does and they use the same rolls. 
  Enemies however do not gain the HP Bonus or PP Bonus. 
  PROFICIENCIES: Next we will look at the enemy’s proficiencies.  They work the same as 
  player characters, but I don’t bother with proficiency points.  I just up the proficiency bonus in 
  accordance with the enemy’s Chunk Count. The Higher the number the better they are. 
  FLAIRS: Next let’s go to Flairs. They work just like a Hero’s Flairs as they are small benefits 
  to the Foe. Unlike a Hero, a Foe has access to a few extra Flairs that are meant for them. These 
  Flairs are unique as they are tailored to how a foe is created. A foe can have any Flair from the 
  Heroes list, yet the flairs below are reserved for foes and only a foe should have one or more of 
  these Flairs. 
  Here is a list of some Flairs that are only for a Foe. 
   
  ALIEN MIND:   
  o 
  The creatures bizarre thought process makes it hard to use mental attacks against it.  +5 or more to 
  will defense. 
   
   
  BEAST:   
  o 
  The creature has bestial qualities.  +2 initiative, +2 Chunks, +2 to attack. 
   
   
  COMBAT EXPERTISE:  
  o 
  +3 to all proficiencies 
   
   
  COMBAT MASTERY:   
  o 
  +5 to all proficiencies 
   
   
  COMBAT SUPREMACY:  
  o 
  +7 to all proficiencies 
   
   
  CONSTRUCT:   
  o 
  This enemy is a machine or other artificial creature.  +2 hp per dice, immune to Necrotic, poison, and 
  most mental powers. 
   
   
  DEVILS LUCK:   
  o 
  +3 to all defenses 
   
  
   
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   
  MAGIC RESISTANCE:   
  o 
  +5 to all defenses against magic powers. 
   
   
  MAGIC IMMUNITY:   
  o 
  10 point damage reduction against magic powers. 
   
   
  UNDEAD:   
  o 
  Undead creatures are immune to poison, cold and most psychic attacks. 
   
   
  UNFEELING:   
  o 
  -10 damage reduction as the creature feels no pain.  Often goes along with undead. 
   
   
  _______________:   
  o 
  __________________________________________________________________________ 
   
   
  _______________:   
  o 
  __________________________________________________________________________ 
   
   
  _______________:   
  o 
  __________________________________________________________________________ 
   
   
  _______________:   
  o 
  __________________________________________________________________________ 
   
  ATTACK: This stat is the enemy’s strength score and base bonus, as well as any weapon 
  proficiencies and roll bonuses.  It’s a good rule of thumb to make the bonus to attack low for small 
  encounters and high for bosses. 
  POWERS: Powers work the same for enemies as for PCs but they do not worry about power 
  points or a power matrix.  Remember, an enemy only needs be viable for one encounter so we 
  don’t recommend giving an enemy that many powers.  Three should be the max. 
  Don’t be afraid to make those powers NASTY.  We keep the hit points low and make it up 
  with powers, to make for a scary enemy. Rule of thumb is to make powers that can knock out but 
  not kill the weakest Hero. So if The Weakest Hero in the group has 25 HP then make a power that 
  can hit them for a max of 30 HP. That way it will take one or two hits to take down the weakest 
  Hero. It’s Also a Good Idea for Bosses to have a power that can slice the strongest Heroes HP in 
  half. If you are unsure the Heroes can beat the foe, play test the enemy. 
  Remember, The Heroes should only ever lose if fate is not on their side. 
  
   
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  63 
  MORALE: Morale is the likelihood that an enemy will retreat.  Usually make enemies make 
  a morale check when they are at half hit points or lower, or when a PC does some devastating 
  exploit in battle. 
  Here are the morale listings and what they mean. You can assign your own numbers when 
  doing morale checks.  
   
  COWARDLY 
  o 
  Very likely to retreat.   
   
  19 or less to fail. 
   
   
  LOW 
  o 
  Likely to retreat.   
   
  18 or less to fail 
   
   
  AVERAGE 
  o 
  Could retreat.   
   
  15 or less to fail 
   
   
  STEADY 
  o 
  Less likely to retreat.   
   
  12 or less to fail. 
   
   
  BOLD 
  o 
  Probably won’t retreat. 
   
  9 or less to fail 
   
   
  FIERCE 
  o 
  Very unlikely to retreat.   
   
  5 or less to fail.  
   
   
  FEARLESS 
  o 
  Never retreats, so no morale check is necessary 
   
   
  TO LEARN IS TO WIN  
  After you create your enemy, it comes time to assign Experience, or EXP, to that enemy. 
  Experience is divided out at the end of combat to all Heroes equally, Round Up if there are 
  decimals. The nastier an enemy is, the more its EXP value.   
  The Entire system works off of Knowledge Packets, 1 Packet= 50 EXP 
  Here is a list of how many Packets the enemy gets for having anything on this list. 
  
  Hero Builder © 
  64 
  
  CHUNK:
  o
  1 Chunk = 1 Packet
  
  ROLE:
  o
  1 Packet
  
  FLAIRS:
  o
  1 Packet
  
  Really nasty flairs, like poisons or life drains that cause damage every round would be worth
  2 Packets.
  
  Flairs that increase multiple scores would be worth 2 Packets.
  
  Remember it is essential to make sure your enemies have adequate value for their
  nastiness.
  
  POWERS:
  o
  1 Power = 1 Packet
  
  20 Max Hit Points = 1 Packet
  
  Every 10 of 20 Max Hit Points = 1 Packet
  
  Conditions = 1 Packet each
  Once you have the total number of packets, multiply it by 50 and you have the EXP of the 
  enemies. Example: 18 Packets would be 900 EXP that would be divided up between the Heroes at 
  the end of combat. 
  CHECK PLEASE 
  A Heroes adventure is not only barred by their foes, but by other obstacles as well. This 
  could be walls to climb, rivers to swim, people to weasel information out of, persuading someone to 
  go out to dinner or other such obstacles. All of this is achieved by the Heroes’ skill, or in our case 
  the Heroes skill check.(See Page 57) 
  When setting the difficulty for a skill check consider how hard it is; the higher the number, 
  the more difficult it will be to succeed the check. If you want to set the skill check higher than the 
  Hero could make, consider whether or not the check is life-threatening – no one wants to die from 
  one bad roll. Kills the mood one might say. 
   
  A Hero can sway other’s thoughts either during combat or outside of combat with skill 
  checks. How difficult a foe or anyone is to talk to is based on their Morale. Their Morale dictates 
  how hard it is to sway the target to the Hero’s idea or actions. A target might also have to be 
  swayed multiple times, so keep that in mind when creating Foes. If the Hero is able to sway a Foe  
  
   
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  65 
  out of or before combat, the party gets the entire Foe’s EXP for avoiding the battle. We have 
  provided a range of what to set each check at below; yet feel free to change it as your needs might 
  vary. 
   
  Sway:   
  o 
  COWERDLY = 1-10 
  o 
  LOW = 11-15 
  o 
  ADVRAGE = 16-20 
  o 
  STEADY = 21-25 
  o 
  BOLD = 26-35 
  o 
  FEIRCE = 31-50 
  o 
  FEALESS = 51+ (Might not even be able to Sway) 
   
  When the check is made and the Hero succeeds, he or she (and only he or she) gains 
  experience. Check numbers get 5 EXP per number going up after 9. 
   Here is the EXP Chart for Checks. 
   
   
   
   
   
   
   
   
   
   
  Check Number 
  EXP 
  10 
  5 
  11 
  10 
  12 
  15 
  13 
  20 
  14 
  25 
  15 
  30 
  16 
  35 
  17 
  40 
  18 
  45 
  19 
  50 
  20 
  55 
  21 
  60 
  22 
  65 
  23 
  70 
  24 
  75 
  25 
  80 
  26 
  85 
  27 
  90 
  28 
  95 
  29 
  100 
  30 
  105 
  
   
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  EXAMPLE FOE 
  Vincent the Unhinged Jester   
  Knowledge Packets: 18 / 900  
  Human sized mutated humanoid                                        
  Role: Duelist 
  Initiative: +10 
  Movement: 7 
  Hit Point Chunks: 9 / 45 hp 
  Armor class: 27 
  Fortitude: 16 
  Reflex: 27 
  Will: 15 
  Attacks: Blade attack +14, 1d8+6 
  Powers: 4 sword attack +14 1d8 +6 x4, 
  Tumble slash (move 3 spaces) +14 1d8+6 knocked prone 
  Flairs: Dodge, Combat reflexes, Inhuman agility 
  Parry, Quick step, Lightning reflexes 
  Skills: Athletics +13, Acrobatics +16 
  Proficiencies: Swords +4, Defensive combat +4,  
  Evasion +3, Maim +2 
  Abilities: Str 18, Dex 25 
  Morale: Fierce 
  Sway: 45 (three times.) 
   
   
   
   
   
   
  
   
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  67 
  Chapter 9: 
  Hero Master’s Bag-o-Tricks 
   
  As the dungeon master, or HM, you are the world builder, adventure writer, referee and overall 
  controller of the game.  For all intents and purposes you are a god in the game frontier.  You create 
  the story but the story is about the player’s characters.  The HM creates all the goodies, baddies 
  and everything in between, but the players get all the glory. 
   Your primary job is to guarantee that everyone has fun. It takes creativity, forethought, 
  fairness and a good descriptive vocabulary.   There are lots of ways to dress up your universe and 
  make it more entertaining for your players.  Let’s discuss them now. 
  FLOATERS 
   
  These are events within an adventure, usually encounters, that are built to take place 
  anywhere in the adventure.  They float, so to speak.  This way, the encounter can happen no matter 
  what your players decide to do.  For example, if an encounter is to happen in a dungeon, don’t put it 
  on a map; just make it a chamber, any chamber.  You can decide when the encounter happens.  
  This is a subtle way to use your cosmic HM power to drive the story.  
  Main Floaters: 
   
  Combat Floaters: 
   
  These are floaters that involve combat. Because of the uncertain nature of Hero 
  Builder it will be up to the Hero Master to polish the enemies for the encounter. Give 
  the enemies a name, and a description of what they look like and are. Then assign 
  that enemy a recommended number of Knowledge Packets. The Hero Master then 
  has to design the enemy using the allotted number of knowledge packets. 
   
  Name - Description -  # of Knowledge Packets 
   
   
  Shop Floaters: 
   
  These Floaters are shops that the Heroes can find and buy things from. Unless 
  specified, these Floaters once placed in the world do not change. They are stuck to 
  their location. They can be revisited if the Heroes are in the area.  
   
   
   
  
   
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  68 
   
  Name of Shop 
   
  Description of what the shop looks, smells and feels like. 
   
  Description of the shop keeper, along with any skill checks that can 
  be passed to make their wares cheaper. 
   
  What is for sale – the price 
   
   
  Narrative Floaters: 
   
  These Floaters are mostly for role play – pre-written dialog that the NPC says, pre-
  written letter or note that the Heroes find, a Landmark the Heroes can see, and just 
  anything that tells more about the people/places/items in the campaign. 
   
  Sub-Floaters: 
  These Floaters can be added to other floaters or even be their own floater if they are complex 
  enough. 
   
  Puzzle Floaters: 
   
  These floaters usually have a form of puzzle around it. It can be a trap that needs to 
  be overcome, a secret door that needs to be found, or even a riddle on a wall that 
  once solved spits out gold.  
   
   
  Reward Floaters: 
   
  These Floaters are just rewards – things that the Heroes can find in the campaign 
  and then either sell or use. 
   
  CUT SCENES 
  Cut scenes are a good way to put the players into the story line, move the story along and 
  foreshadow things to come.  It is best to use a cut scene at the beginning or end of a session.  Cut 
  scenes usually portray events that the player’s Heroes are not privy to, such as the enemies making 
  plans.  Dress up your cut scenes and make them feel dramatic.  Describe the atmosphere, create 
  the feeling you want. Yet don’t use cut scenes to take control of the Heroes, nobody likes that. 
  DUNGEON DRESSING 
  Dungeon dressing is how you make the locations in your world feel real to your players.  The 
  more they feel like they are in an exotic fantasy world the more fun they will have. 
  You will describe everything that your player’s Heroes see.  But the Heroes, like their players 
  have more senses that just sight.  Play to the other senses as well.  Incorporate sounds, smells and 
  
   
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  69 
  feelings.  Make an ancient ruin FEEL ancient.   Make the dungeon FEEL creepy.  Describe how the 
  walls and ceilings feel claustrophobic.  Describe strange, haunted sounds.  Describe the slime on 
  the floor, not just how nasty it looks but how squishy or slippery it is under their feet.  Describe the 
  weird critters that crawl on the walls and the smells of decay, urine, or defecation.   Use feelings 
  such as unnatural cold spots, or chills up the Hero’s spines, and sounds such as whispers to make a 
  chamber feel like the dead still inhabit it. The background is as much a character in the game as 
  the Players and NPCs are. 
  KEEPING UP WITH THE JONESES 
  Or keeping up with the players, as it were.  You will find that, given the freedom to create 
  their own powers, players can be just as inventive as the HM.  They may come up with powers that 
  will decimate your best enemies.  In order to keep the adventure interesting you may have to beef 
  up your enemies, to match the PCs.  This is where play testing comes in.  It is actually easy.  Just 
  run through a few rounds of sample combat with a new enemy, using powers you know your 
  players have. If you do not have the time, it’s ok to wing it – just write down things as you do it. 
  (Example: The Heroes attack a NPC; when the Hero Rolls the D20, write down the NPC’s AC based 
  on that roll. If you do this you can even wing whole sessions without much trouble.) 
  LIVING BREATHING WORLD 
   
  The world that you create should seem alive.  It should act and react to the players 
  decisions like a real world would.  The surroundings should be active, not static, a panorama, not 
  just a backdrop for the action.   
   
  When creating towns and cities, incorporate laws and politics. Have the leaders of these 
  places make decisions based on their interaction with the player characters.  If multiple cultures 
  live in your world, decide if they get along with each other or not and why.  Create legends and 
  incorporate them into the adventure.  Base quests around them.  Create fame for the Heroes.  As 
  they accomplish more quests and go up in level, base legends and songs about them.  The new 
  
   
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  70 
  NPCs that they meet have heard of them and are in awe of their exploits. Create places that can be 
  explored just because they are there.  A deep cavern or ancient ruin the players just happen upon.  
  Make these places just as interesting as your quests, with nasty enemies and cool treasures. 
   
  When the players make a decision against the story line there should be consequences.  If 
  they choose not to take on a quest, then fine, but the world should react accordingly.  The villains 
  will continue to put their plans into effect, to the player’s detriment.  Weapons will be built, 
  monstrous demons conjured, hostages executed, and towns put under siege. 
  MINIONS 
   
  Another cool tool for a HM is the use of minions.  Minions are minor (in most cases) 
  enemies with only one hit point each.  They can be, and should be numerous.  This creates the 
  imagery of such great movies as Star Wars, where the Heroes carve their way through countless 
  enemies like a  hot knife through butter.  Minions are weak and worth very little (one Chunk value 
  at the most), but they can make for a fun battle experience. 
   
  On rare occasions it is fun to throw in a SUPER MINION.  This is an enemy with only one hit 
  point, but exceedingly high defenses and powerful offensive attacks.  It is quite funny when the 
  players finally hit it and kill it in one blow.  Super minions should have a Chunk Value of two or 
  three at the most. 
  NPCS (NON‐PLAYER CHARACTERS) 
   
  NPCs are a great resource for a HM.  They can serve many purposes, such as being 
  companions, sidekicks, mentors, guides or adversaries to the player characters.  NPCs can serve as 
  a good way to keep the story flowing, by making suggestions, telling stories and imparting 
  information to the players throughout an adventure.  My favorite use of NPCs is to serve as 
  MONSTER FOOD!  What better way to show off the power of your awesome new boss creature than 
  to destroy a poor NPC. 
  
   
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  71 
   
  What NPCs are not, however, are main characters in the story.  It can be tempting to put a 
  NPC into the party to give the HM some glory moments. Do not do this, remember the HM makes 
  the world but the players are the Heroes.  They get the glory.  If a NPC is in the party that is fine; yet 
  the NPC should fight the minions and stay on the periphery of the action while the PCs take on the 
  cool enemies. 
  Yet this comes with a word of caution as well. Take note of how close your PCs are to a 
  NPC, do they inquire after them in the local bar? If they are a part of the party, do they want to 
  banter or hang out with the NPC because they like him or her? If so, be careful about throwing this 
  NPC to the wolfs, as killing the player’s favorite NPC might make them revolt against the HM, YOU.  
  POWER UPS 
   
  Power ups are rewards and treasures that increase a Hero’s power somehow.  These things 
  are fun to incorporate into a story line and excite your players.  Try to keep them original and make 
  the players do some investigating to unlock the power ups benefit. 
  ALL YOUR BASE 
   
  A good idea is to give your Heroes a base of operations. A place where they call home 
  between quests. This can be a town, a bar, a room or a place they go back to time and time again. 
  Make this place feel safe, a place where they can rest and plan for the next adventure. 
   
  It’s also a good idea to make this place feel epic, one of a kind. Give it a quirk that makes it 
  memorable. Give it something that helps them in the game like stores, a magical map or vast 
  library of knowledge. Set mini adventures in the base, to explore and find out hidden secrets. Make 
  the place something worth protecting. After all, even the villain can assault the players home, and a 
  home should be something worth protecting. 
   
   
  
   
  Hero Builder © 
   
   
  72 
  AFTER THE BATTLE 
  If the Heroes win the battle they not only get experience points, but their Health and Power 
  Points are refilled. We recommend this as it allows every battle to be its own epic and allows the 
  HM to throw truly difficult enemies at their Heroes. Plus, who wants to rest in a cave for several 
  hours to heal? They’re Heroes, make them feel like one! (You do not have to do this, yet remember 
  to throw them some way to regain their Hit Points and Power Points.) 
  THE BIG CHEESE 
  Like all games, there is the final boss, The Big Cheese if you will. This is the last boss of any 
  story or even just an arc of the story. They are the ultimate antagonist to the Heroes and when 
  creating them it is best to keep two things in mind.  
  1. The Big Cheese is the final boss.  When the HM creates the combat encounter, it is 
  best to make them feel like they are The Boss. Make them harder to hit, but with 
  one Chunk of HP. Make them easy to hit yet with loads of HP to spare. Make their 
  powers large and scary. Make them feel truly terrifying and a true challenge to 
  combat.  
  2. The Big Cheese needs build up. As the Heroes go along their campaign drop hints, 
  notes, dialog, cut scenes and the like to build up the Big Cheese. Hide him or her 
  behind a cloak of power, and deadly shadows. If you build up to the final boss fight, 
  the big encounter with the Big Cheese, your Heroes will never forget when they 
  finally overcome their built up Foe. 
   
   
   
   
  
  Hero Builder © 
  73 
  Chapter 10: 
  The Armory 
  Every good Hero should be prepared. Hero Masters can change these numbers if they wish; 
  all of this is just “Standard.” All Items cost an Action to use. Hero Masters should hand out this 
  equipment as the game progresses. (To Hit &Base Damage for weapons get a plus from the hero’s 
  Stat bonus and the proficiency of the weapon used. Example: A Katana would use the Sword 
  Proficiency). 
  When the Hero is first created, they Roll 1D4 + 3; the total number is their Equipment 
  Points (eps). They can use these points to buy starting equipment. Armor costs 1ep for every +1 to 
  the armors armor class bonus. Weapons cost 1ep for tier one and 2eps for tier 2. A named item 
  costs 4eps. Gear eps cost is marked in the GEAR section of this chapter (page:74). 
  ARMOR 
  Light Armor 
  Clothing 
  +1 to armor class
  +2 to armor class
  +3 to armor class
  Full Leather Armor 
  +4 to armor class
  Medium Armor 
  (-2 to all DEX. 
  Skills) 
  Chain Mail 
  +5 to armor class
  +6 to armor class
  +7 to armor class
  +8 to armor class
  Heavy Armor 
  (-6 to all DEX. 
  Skills) 
  +9 to armor class
  Full Plated Armor 
  +10 to armor class
  +11 to armor class
  +12 to armor class
  RANGED WEAPONS 
  Name 
  To Hit 
  Tier 1 
  Tier 2 
  Bows 
  Str. Bonus Or Dex. Bonus 
  1d8 
  2d8 
  Small Arms: Pistols 
  Dex. Bonus 
  1d4 
  2d4 
  Medium Arms: Rifles 
  Dex. Bonus 
  1d6 
  2d6 
  Heavy Arms: Mini Guns 
  Str. Bonus Or Dex. Bonus 
  1d8 
  2d8 
  Grenades / Explosives 
  Dex. Bonus 
  Burst 1  2d10 
  Burst 3 5d10 
  
  Hero Builder © 
  74 
  CLOSE COMBAT WEAPONS 
  Name 
  Type 
  To Hit 
  Tier 1 
  Tier 2 
  Barehanded and Daggers 
  Single handed 
  Str. Bonus Or Dex. Bonus  
  1d4 
  2d4 
  Short Swords, Axes 
  Single handed 
  Str. Bonus Or Dex. Bonus 
  1d6 
  2d6 
  Swords, Clubs, Spears 
  Single handed 
  Str. Bonus Or Dex. Bonus 
  1d8 
  Battle Axes, Clubs 
  Two handed 
  Str. Bonus 
  1d10 
  Great Swords, Spears, Axes 
  Two handed
  Str. Bonus
  1d12
  GEAR 
  Every Hero needs starting gear as well as money. There are five packages of gear and its up 
  to the Hero Master to determine what is exactly in each package. We have put a basic description 
  on what the package is to use as a jumping off point. 
  
  HOMEBODY–FREE
  
  All Heroes start with this package. Your Hero never got out much, and due to that
  fact, has no idea what to pack for an adventure. Even if he/she were rich at home,
  they left without anything to their name but the clothes on their back. You even
  forgot your handkerchief at home and had to borrow your friends.
  
  TRAVELER–Costs 1eps
  
  This package is the basic necessities; all of them cheap and might break if glanced
  at for too long. You only packed one sandwich as that’s all you could afford this
  week. Yet you do have your handkerchief, even if it’s not your best. The Hero is also
  considered “poor” and has little money for the road.
  
  ADVENTURER–Costs 2eps
  
  This package has some great stuff in it; Not the best in the world yet it won’t break
  easily and you have a spare sandwich for the long road. You did grab your nicer
  handkerchief before leaving home. The Hero is also considered “Lower Middle
  Class” and has some money to their name.
  
  PROFESSIONAL–Costs 3eps
  
  This package is the best of the gear; High grade stuff and you even have more
  provisions for the long road. You have your best handkerchief. The Hero is also
  considered “Upper Middle Class” and has some money put in for retirement.
  
  ELITE–Costs 4eps
  
  This package is the best of the best; Food is not a problem and your gear is polished
  to a mirror shine. You have an imported handkerchief. The Hero is also considered
  “Rich” and has so much money that they need not keep count of it.  (This money
  must come from somewhere and must be maintained every in game month)
  
   
  Hero Builder © 
   
   
  75 
  NAMED ITEMS 
  Named Items are truly unique as they are physical powers that any Hero can use regardless of the 
  Hero’s proficiencies. Named Items are given a Power Matrix when created, and over time the HM or 
  the Hero can increase that Power Matrix by 5s and more things can be added to the item. Unlike a 
  Normal Power, the Named Item does not drain Power Points, yet they require three actions to use 
  the item’s power in combat. 
   
  The Item’s Power Matrix should be half of the lowest level of a Heroes’ power matrix when 
  created. Then Create a Power that goes with that Item, just like creating any other power. A Named 
  Item can have more than one power, yet the total Power Points of both must not go over the 
  Named Item’s Power Matrix. 
   
  Making a power for a Named Item is the same as making a power for a Hero; the same 
  point values are used to calculate how much of the Named Item’s Power Matrix is used. There is 
  only two cost/mechanical differences: Movement powers cost 1pp per six squares or 30-feet only if 
  the weapon is moving under its own power. (Example it after the Hero throws the Item, it then 
  returns to the Heroes’ hand, the power adds the movement of the item back to the hand; if the 
  Hero is out of range of the item when it stops then the item falls to the ground.) Trigger Powers use 
  the Heroes Power Points, as well as require the three actions. 
  Named Items are also assigned one of three item types.  
   
  Weapon 
   
  The Named Item has a set dice that deals damage. Set the damage to what the 
  weapon is or comes close to. This number is used when the weapon is used 
  normally or in conjunction with the Hero’s powers. Powers cannot stack. Example: A 
  Hero cannot use a Named Item’s power with his or her own power at the same time. 
  A Hero’s Power uses the Item’s assigned Weapon damage. 
   
  Armor 
   
  The Named Item has a set Bonus to armor class based on the type of armor, which 
  is light, medium or heavy. 
   
  Object 
   
  The Named Item has no base use other than the power it has. 
   
   
  
   
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  76 
  Examples:  
   
  CALADBOLG--PM: 20–- Weapon 1d12 
   
  A Two Handed Sword, said to be used by Fergus Mac Roich. When Swung a rainbow 
  follows in its wake. 
   
  Spilt the Hills: 19pp 
   
  Blast2 Vs. AC 2d10 
   
   
  KAVACHA--PM: 30–- Light Armor +4AC 
   
  The Armor of the god called Karna, it is said to stop otherworldly weapons. 
   
  Suryas Gift: 30pp 
   
  TP (If an Enemy enters within 5 feet)  Add 14 to AC 
   
   
  FATHER TIMES HOURGLASS--PM: 10–-Object 
   
  Said to belong to the eternal that watches over time itself. A simple wood carved 
  hourglass, with glowing sand. Simply Point and flip the hourglass to make the 
  attack. 
   
  Time Marches On: 8pp 
   
  Vs. Will  3d4 
   
   
  MJOLNIR--PM: 50–-Weapon 2d8 
   
  The Hammer of the Thunder God, Thor. Indestructible and when thrown will return 
  to the user’s hand after making or missing the target. 
   
  Send and Return: 14pp 
   
  Vs REF.  4d4 Move Item 18 squares or 90 feet. 
   
  Lightning Strike : 35pp 
   
  Vs FORT. 6d10 
   
   
   
   
   
   
   
   
   
   
   
  
   
  Hero Builder © 
   
   
  77 
   
  Commoner Advancement 
  Level 
  EXP  
  BAB   Power  Matrix   
  Basic Level Up Features        
  Level Up Bonus Features 
  1 
  0 
  +0 
  10 
  d8 (HP), d8 (PP), 10 prof. points 
  3 new powers 
  2 action points, 1 flair, 
  3 extra skills 
  2 
  500 
  +1 
  15 
  d8 hp, d8 pp, 10 prof. points 
  1 new power& remake old one 
  1 Skill 
  3 
  1,125 
  +1 
  20 
  d8 hp, d8 pp, 10 prof. points 
  1 new power& remake old one 
  2 action points 
  4 
  1,875 
  +2 
  25 
  d8 hp, d8 pp, 10 prof. points 
  1 new power& remake old one 
  1 Proficiency 
  5 
  2,750 
  +2 
  30 
  d8 hp, d8 pp, 10 prof. points 
  1 new power or remake old one 
  A Role 
  6 
  3,750 
  +3 
  35 
  d8 hp, d8 pp, 11 prof. points 
  1 new power or remake old one 
  1 Skill 
  7 
  5,000 
  +3 
  40 
  d8 hp, d8 pp, 11 prof. points 
  1 new power or remake old one 
  1 Flair 
  8 
  6,500 
  +4 
  45 
  d8 hp, d8 pp, 11 prof. points 
  1 new power or remake old one 
  2 action points 
  9 
  8,250 
  +4 
  50 
  d8 hp, d8 pp, 11 prof. points 
  1 new power or remake old one 
  2 points to every defense,  
  2 ability points 
  10 
  10,250 
  +5 
  55 
  d8 hp, d8 pp, 13 prof. points 
  1 new power or remake old one 
  The Hero creates a Bloodline 
  based on themselves.  
  11 
  13,000 
  +5 
  60 
  d8 hp, d8 pp, 13 prof. points 
  1 new power or remake old one 
  2 action points, 1 Flair 
  12 
  16,000 
  +6 
  65 
  d8 hp, d8 pp, 13 prof. points 
  1 new power or remake old one 
  1 Skill 
  13 
  19,500 
  +6 
  70 
  d8 hp, d8 pp, 13 prof. points 
  1 new power or remake old one 
  2 action points 
  14 
  23,250 
  +7 
  75 
  d8 hp, d8 pp, 14 prof. points 
  1 new power or remake old one 
  1 Proficiency 
  15 
  27,500 
  +7 
  80 
  d8 hp, d8 pp, 14 prof. points 
  1 new power or remake old one 
  15 extra Prof. points,  
  1 proficiency 
  16 
  32,500 
  +8 
  85 
  d8 hp, d8 pp, 14 prof. points 
  1 new power or remake old one 
  1 Skill 
  17 
  38,000 
  +8 
  90 
  d8 hp, d8 pp, 14 prof. points 
  1 new power or remake old one 
  1 Flair 
  18 
  44,000 
  +9 
  95 
  d8 hp, d8 pp, 15 prof. points 
  1 new power or remake old one 
  2 action points 
  19 
  52,000 
  +9 
  100 
  d8 hp, d8 pp, 15 prof. points 
  1 new power or remake old one 
  2 points to every defense 
  20 
  61,000 
  +10 
  105 
  d8 hp, d8 pp, 15 prof. points 
  1 new power or remake old one 
  Can create A Descendent Heroic 
  Hero if you want. 
  BAB = Base Attack Bonus 
   
   
   
  
   
  Hero Builder © 
   
   
  78 
   
  Heroic Advancement 
  Level 
  EXP  
  BAB   Power  Matrix   
  Basic Level Up Features        
  Level Up Bonus Features 
  1 
  0 
  +0 
  10 
  d8 (HP), d8 (PP), 10 prof. points 
  3 new powers 
  A Role, 2 action points,  
  1 Flairand a Bloodline 
  2 
  1,100 
  +1 
  15 
  d8 hp, d8 pp, 10 prof. points 
  1 new power& remake old one 
  2 action points 
  3 
  2,350 
  +1 
  20 
  d8 hp, d8 pp, 10 prof. points 
  1 new power& remake old one 
  1 Flair 
  4 
  3,850 
  +2 
  25 
  d8 hp, d8 pp, 10 prof. points 
  1 new power& remake old one 
  2 ability point, 1 Flair,  
  1 proficiency  
  5 
  5,600 
  +2 
  30 
  d8 hp, d8 pp, 10 prof. points 
  1 new power or remake old one 
  bonus power OR skill, 
  2 points to every defense 
  6 
  7,600 
  +3 
  35 
  d8 hp, d8 pp, 11 prof. points 
  1 new power or remake old one 
  1 Flair 
  7 
  11,000 
  +3 
  40 
  d8 hp, d8 pp, 11 prof. points 
  1 new power or remake old one 
  2 action points 
  8 
  13,500 
  +4 
  45 
  d8 hp, d8 pp, 11 prof. points 
  1 new power or remake old one 
  2 ability points, 1 Flair, 
  1 proficiency 
  9 
  17,500 
  +4 
  50 
  d8 hp, d8 pp, 11 prof. points 
  1 new power or remake old one 
  2 points to every defense 
  10 
  20,000 
  +5 
  55 
  d8 hp, d8 pp, 13 prof. points 
  1 new power or remake old one 
  15 extra Prof. points,  
  1 proficiency 
  11 
  26,500 
  +5 
  60 
  d8 hp, d8 pp, 13 prof. points 
  1 new power or remake old one 
  1 Flair 
  12 
  32,500 
  +6 
  65 
  d8 hp, d8 pp, 13 prof. points 
  1 new power or remake old one 
  2 ability points, 1 Flair, 
  1 proficiency 
  13 
  40,000 
  +6 
  70 
  d8 hp, d8 pp, 13 prof. points 
  1 new power or remake old one 
  2 points to every defense 
  14 
  45,000 
  +7 
  75 
  d8 hp, d8 pp, 14 prof. points 
  1 new power or remake old one 
  2 action points 
  15 
  55,500 
  +7 
  80 
  d8 hp, d8 pp, 14 prof. points 
  1 new power or remake old one 
  2 points to every defense 
  16 
  65,500 
  +8 
  85 
  d8 hp, d8 pp, 14 prof. points 
  1 new power or remake old one 
  15 extra Prof. points,  
  1 proficiency 
  17 
  75,000 
  +8 
  90 
  d8 hp, d8 pp, 14 prof. points 
  1 new power or remake old one 
  1 Flair 
  18 
  88,500 
  +9 
  95 
  d8 hp, d8 pp, 15 prof. points 
  1 new power or remake old one 
  2 ability points 
  19 
  105,000 
  +9 
  100 
  d8 hp, d8 pp, 15 prof. points 
  1 new power or remake old one 
  2 points to every defense 
  20 
  122,500 
  +10 
  105 
  d8 hp, d8 pp, 15 prof. points 
  1 new power or remake old one 
  Can Create a Descendent Godly 
  Hero if you want. 
  BAB = Base Attack Bonus 
   
   
  
   
  Hero Builder © 
   
   
  79 
   
  Godly Advancement 
  Level 
  EXP  
  BAB   Power  Matrix   
  Basic Level Up Features        
  Level Up Bonus Features 
  1 
  0 
  +0 
  20 
  d8 (HP), d8 (PP), 20 prof. points 
  3 new powers 
  A Role, 4 action points,  
  2Flairs and a Bloodline 
  2 
  2,200 
  +1 
  25 
  d8 hp, d8 pp, 20 prof. points 
  1 new power& remake old one 
  4 action points, 
  1 Hero Point 
  3 
  4,700 
  +2 
  30 
  d8 hp, d8 pp, 20 prof. points 
  1 new power& remake old one 
  2Flairs, 
  1 Hero Point 
  4 
  7,700 
  +3 
  35 
  d8 hp, d8 pp, 20 prof. points 
  1 new power& remake old one 
  4 ability point, 1 Flair,  
  2 proficiency, 1 Hero Point 
  5 
  11,200 
  +4 
  40 
  d8 hp, d8 pp, 20 prof. points 
  1 new power or remake old one 
  1 Master Point,  
  4 points to every defense 
  6 
  15,200 
  +5 
  45 
  d8 hp, d8 pp, 21 prof. points 
  1 new power or remake old one 
  1 Flair,  
  1 Hero Point 
  7 
  22,000 
  +6 
  50 
  d8 hp, d8 pp, 21 prof. points 
  1 new power or remake old one 
  4 action points,  
  1 Hero Point 
  8 
  27,000 
  +7 
  55 
  d8 hp, d8 pp, 21 prof. points 
  1 new power or remake old one 
  4 ability points, 1 Flair, 
  2 proficiency, 1 Hero Point 
  9 
  35,000 
  +8 
  60 
  d8 hp, d8 pp, 21 prof. points 
  1 new power or remake old one 
  4 points to every defense, 
  1 Hero Point 
  10 
  40,000 
  +9 
  65 
  d8 hp, d8 pp, 23 prof. points 
  1 new power or remake old one 
  1 Master Point, 
  1 Bonus power 
  11 
  54,000 
  +10 
  70 
  d8 hp, d8 pp, 23 prof. points 
  1 new power or remake old one 
  1 Hero Point, 
  1 Flair 
  12 
  65,000 
  +11 
  75 
  d8 hp, d8 pp, 23 prof. points 
  1 new power or remake old one 
  4 ability points, 1 Flair, 
  2 proficiency, 1 Hero Point 
  13 
  80,000 
  +12 
  80 
  d8 hp, d8 pp, 23 prof. points 
  1 new power or remake old one 
  4 points to every defense, 
  1 Hero Point 
  14 
  90,000 
  +13 
  85 
  d8 hp, d8 pp, 24 prof. points 
  1 new power or remake old one 
  4 action points, 
  1 Hero Point 
  15 
  111,000 
  +14 
  90 
  d8 hp, d8 pp, 24 prof. points 
  1 new power or remake old one 
  1 Master Point 
  16 
  131,000 
  +15 
  95 
  d8 hp, d8 pp, 24 prof. points 
  1 new power or remake old one 
  30 extra Prof. points,  
  2 proficiency, 1 Hero Point 
  17 
  150,000 
  +16 
  100 
  d8 hp, d8 pp, 24 prof. points 
  1 new power or remake old one 
  1 Flair, 
  1 Hero Point 
  18 
  177,000 
  +17 
  105 
  d8 hp, d8 pp, 25 prof. points 
  1 new power or remake old one 
  4 ability points, 
  1 Hero Point 
  19 
  210,000 
  +18 
  110 
  d8 hp, d8 pp, 25 prof. points 
  1 new power or remake old one 
  4 points to every defense, 
  1 Hero Point 
  20 
  245,000 
  +19 
  115 
  d8 hp, d8 pp, 25 prof. points 
  1 new power or remake old one 
  Can create a new Commoner 
  Hero if you want. 
  BAB = Base Attack Bonus 
   
   
   
  
   
  Hero Builder © 
   
   
  80 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Hero Builder © 
   
   
  81 
  THE TABLE CANDLE © 
   
  CREDITS 
   
  Design:  
   
  Tym Thatcher  
   
  Thomas J. Baker 
   
  Development: 
   
  Tym Thatcher  
   
  Thomas J. Baker 
   
  Heroic Investor: 
   
  Charles D. Thatcher 
   
  Art: 
   
  Thomas J. Baker 
   
  Editing: 
   
  Louise Carr 
   
  Harry Schwarz 
   
  Mark Mclaughlin 
   
  Layout: 
   
  Thomas J. Baker 
   
  Production: 
   
  Thomas J. Baker 
   
  Marketing 
   
  Thomas J. Baker 
   
  Jane C. Schwarz 
   
  PLAY TESTERS and their HEROES 
   
   
  Thomas J. Baker 
   
  The Nano-bot cloud Glory-A 
   
  The Roman Bureaucrat Malinda 
   
  The Shop keeper Waldo Butters 
   
  Himself 
   
  Jane Schwarz  
   
  The Lost Fairy Kalina 
   
  The Small Porcelain Goddess Lilly 
   
  Kevin Carr 
   
  The Absolute Madman Jackson 
   
  Himself 
   
  Andrew Pendragon 
   
  Chevron the Cyborg Samoyed 
   
  Chaz Lebel 
   
  Calnazzo, the Gilded Fish in a Golem 
   
  Tristan Grambo 
   
  The Fallen Iwa 
   
  Dominic McGlotten 
   
  The Master of Water Tsumi 
   
  Mark Mclaughlin 
   
  The Passive Thinker Gyro 
   
  Yes, we have a Patreon. Here is the link: 
  https://www.patreon.com/thetablecandle 
  If you want some awesome extra stuff like floaters, 
  items, and the like, just support us on Patreon and 
  help build our Heroic community together! 
   
  Want to talk to other people who like Hero Builder as 
  much as you? Want to share your own Homebrew 
  creations with The Table Candle Community? 
  Join our Discord today! https://discord.gg/dXPVk2s 
   
   
  Tym Thatcher 
   
   The Multidimensional Champion 
  Klamp. 
   
  The Battle Scared Kittykin Tigs. 
   
  The Lost Poet Dante. 
   
  Bryan Thatcher 
   
  The Bomb Happy Frogman Glop 
   
  The Half Demon Cursed Soul 
   
  Korvo the silver tongued sharkman. 
   
  Danielle Russell 
   
  The Conflicted Pix 
   
  The Lone Wolf-Woman Dream 
   
  Philip Pepin 
   
  The Dynastes Titus 
   
  David Horwitz 
   
  The Clever Brute Doch'nan 
   
  Chris Grambo 
   
  The Mafioso Ursane 
   
  The Ice Master Yeti 
   
  Darius Grambo 
   
  The Master Wielder Fenrir 
   
  The Hot Head Ash 
  
   
  Hero Builder © 
   
   
  82 
  HALL OF HEROES 
   All Heroes created with this copy are inscribed here. 
   
  ©2018 by Tym Thatcher and Thomas J. Baker, All rights reserved. Reproduction without written permission of the 
  copyright holders is expressly denied, except for short excerpts for the purpose of reviews.  
  The Hero Builder System is copyright to Tym Thatcher and Thomas J. Baker. 
  The Mention of or reference to any companies, products, similar game mechanics or Intellectual Properties is not a 
  challenge to the trademarks or copyrights concerned. 
   
   
   
   
   
  
SOURCE: textdata/thevault/Hero Builder/Hero Builder 2018.pdf