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Character Creation Guidelines

Starting Points Race Packages Profession Packages


Equipment Money Disadvantages
The following guidelines detail the standard guidelines for how to create a starting
character for my typical High Fantasy Campaign. This document is relevant to my
campaigns; check with your GM before making a character for guidance on what is
appropriate in their campaigns.
STARTING POINTS
CHARACTER POINT GUIDELINES
BASE POINTS: MAXIMUM DISADVANTAGE POINTS:
50 Base Points 75 Points (Not including Race Package Deal)
Starting "1st Level" Characters have up to 125 total points
All points over and above 125 Character Points are Experience
Check with your GM to determine if the campaign will start with a higher point total.
RACE PACKAGE
Race Packages are covered in more detail here.
Select one (and only one) Race Package from those provided below. Check with
your GM to determine if their campaign has a set list of available Race Packages.
Players may not alter their Race Package Deals without GM permission. However,
some Races have a list of Options provided, and these are considered to be pre-
approved in my campaigns. A given Option may only be taken once unless flagged
with an asterix (*).
Race Package Deal Links
Dwarf Packages Elf Packages
Small Folk Packages Human Stock Packages
Lizardman Packages Humanoid Packages
NCM TOOL
Utility to make Alternate NCM Templates for HERO Designer v3

PROFESSION PACKAGES
Profession Packages are covered in more detail here.
A number of Character Templates can be found here.
Select one or more Profession Packages from those provided below or create your
character from scratch using the normal HERO System Character Creation rules.
Check with your GM to determine if their campaign has a set list of available
Profession Packages.
Profession Package Deal Links
Master List All Packages
Warrior Packages Pugilist Packages
Rogue Packages Psion Packages
Magic Using Professions
Wizard Packages Magni Packages
Sorcerer Packages Artificer Packages
Stregari Packages Bard Packages
Sortiligist Packages Elementalist Packages
Dominine Packages Animine Packages
Metier Packages Runecrafter Packages
Adept Packages Volomancer Packages
Thanomancer Packages Urzali Packages
Aeldenari Packages Spellweaver Packages
Magician Packages Derwydd Packages
Metruvian Packages Esowyc Packages
Totemic Packages Piedragemas Packages
Troubadour Packages

MAGIC SYSTEM
The Magic Systems available will vary from setting to setting. Confer with your GM
to determine what kind of Magic Systems your character might choose to start with.
Skills
The D&D and HERO System Skill Lists line up pretty well, and it should generally be pretty
clear what the HERO System equivalent is to a D&D Skill. A few exceptions include:

Appraisal: PS: Appraise.


Balance: Breakfall Skill.
Bluff: Persuasion Skill. Combat application of Bluff to do Feints is best handled by Feint.
Climb: Climbing Skill.
Concentration: The Power Skill is adapted to this purpose.
Craft: Craft Skills typically map to Professional Skills (PS) on a one for one basis. The
Poison aspects of Craft are best handled by a new Skill introduced in The Ultimate Skill
called Poisoning.
Decipher Script: Cryptography Skill.
Diplomacy: Bureaucratics.
Disable Device: Security Systems.
Escape Artist: Contortionist Skill.
Gather Information: Streetwise.
Heal: Paramedics Skill.
Hide: Stealth Skill.
Move Silently: Shadowing Skill.
Intimidate: Interrogation.
Jump: Levels of Jump.
Knowledge Skills: This map directly to KS skills.
Listen: Custom Listen Skill.
Open Locks: Lockpicking
Perform: Depending on the nature of performance this could be the Acting Skill or one or
more Professional Skills related to a particular form of performance. Additionally a new
Skill introduced in The Ultimate Skill called Music Instrument Familiarity is relevant as well.
Sense Motive: Analyze Motive.
Search: Analyze Area Skill.
Spellcraft: This is a Custom Skill with cost 3 for an 11- and 2 points per level. There is a
list of abilities for Spellcraft on pg. 83 PHB.
Spot: Concealment Skill.
Listen: Ability is a function of the Perception (PER) ability that all Characters have in the
HERO System.
Swim: Take one or more extra inches of Swimming for your Character.
Tumble: Acrobatics Skill.
Use Magic Device: Custom Skill with cost 3 for an 11- and 2 points per level.
Use Rope: PS: Rope Use.

SKILL LEVELS

Skill Ranks are harder to convert due to the differences between the d20 linear probability
model and the HERO System Bell Curve probability model. In the HERO System the greatest
benefit is gained in the first step from an 11- to a 12-.

However, as a rough rule of thumb you can divide D&D RANKS HERO SKILL LEVEL COST*
the D&D 3.5e Skill Levels (not counting any stat
bonuses) by four (4) and buy that many +1 bonuses 1-5 Base Skill 3
with the equivalent Skill in the HERO System. As usual,
6-9 Base Skill +1 5
round in the Character's favor.
10-13 Base Skill +2 7
For D&D Skills that translate into HERO System Skills
(rather than some other mechanic) don't take a bonus 14-17 Base Skill +3 9
for the HERO System Skill if the D&D version has five (5)
or less Ranks. 18-21 Base Skill +4 11

etc ... ...


The adjoining chart summarizes the typical costs.
*These costs reflect standard Skills;
some Skills such as Knowledge and
Professional Skills have a variant
pricing structure.
D&D SKILL BONUSES TO SKILL LEVELS FORMULA

(Base Skill Bonus-4) / 4 = +1 to HERO System Skill

ALL SKILL AND OVERALL LEVELS


Once a Character's Skills have been converted, if they have +1 levels with four Skills,
consider taking an 8 point All Skill level rather than a +1 with each of the four Skills. If a
Character has five or more Skills that have a +1 level, consider buying a 10 point Overall Level
instead of a +1 with each of the Skills. This is usually more efficient and flexible, though there
are some Skills where you might prefer the +1 bonuses, such as Stealth and Breakfall.

SAVES
These are derived stat rolls in HERO. A Reflex save is equivalent to a DEX roll. A
Fortitude Save is a CON roll, and a Will Save is an EGO roll. The difficulty of these
saves is the casters Power Skill level.

EQUIPMENT
Magic Items are covered in more detail in the Magic Item Guidelines document.
Normal, mundane Equipment and Magic Items on non-Recoverable Charges (called
Ephemeral herein) cost money; consult with your GM to determine what price list they
are using for their campaign and what items are available for purchase. Permanent
Magic items cost points if started with and require GM approval.
NOTE: Any Permanent Magic Item you start with can potentially be taken away from
you in game, and you lose those points permanently.
SAMPLE EPHEMERAL MAGIC ITEMS
Following are a few example Ephemeral Magic items that would be purchasable with
starting money; xc refers to whatever form of currency is the "gold standard" used in a
particular setting.
Potion of Healing: Healing 4d6 to BODY (40 Active Points); 1 Charge which Never
Recovers (-4), OAF Fragile (Potion Flask; -1 1/4), Extra Time (Full Phase, -1/2),
Gestures (-1/4), Restrainable (Only by means other than Grabs and Entangles; Must
be imbibed; -1/4) [1 nr]; Real Cost: 5; Suggested Retail Price: 200 xc
Potion of Ironhide: Armor (8 PD/8 ED), Hardened (x2; +1/2) (36 Active Points);
OAF Fragile (-1 1/4), 8 Continuing Charges lasting 1 Hour each which Never Recover
(-1), Extra Time (Full Phase, Only to Activate, Delayed Phase, Character May Take No
Other Actions, -1/2), Restrainable (Only by means other than Grabs and Entangles;
Must be imbibed; -1/4), Visible (Metallic Skin; -1/4) [8 cc]; Real Cost: 8; Suggested
Retail Price: 288 xc
Elixir of Healing: Healing 4d6 to BODY (40 Active Points); 16 Charges which
Never Recover (-2), OAF Fragile (Potion Flask; -1 1/4), Extra Time (Full Phase, -1/2),
Gestures (-1/4), Restrainable (Only by means other than Grabs and Entangles; Must
be imbibed; -1/4) [16 nr]; Real Cost: 8; Suggested Retail Price: 320 xc
Perfect Antidote: Dispel Any Poison Effect One At A Time 50d6 (standard effect:
150 points), any Poison power one at a time (+1/4) (187 Active Points); 1 Charge which
Never Recovers (-4), OAF Fragile (-1 1/4), Restrainable (Only by means other than
Grabs and Entangles; Must be imbibed; -1/4) [1 nr]; Real Cost: 29; Suggested Retail
Price: 5423 xc
WEAPONS & ARMOR
The Armaments rules used in my campaigns are detailed here.
The Weapons List used in my campaigns is detailed here.
Your GM will inform you of what Weapons & Armor charts they are using for their
campaign.
NOTE: Deadly Blow and Combat Luck are both allowed, but have specific limitations
upon how many levels may be taken. This subject is covered in depth in the Weapons
and Armor document linked to above.
MONEY
If using the Price Chart from Fantasy HERO then Characters start with the
equivalent of 5d6 x 3 gold coins. If using an xD&D price chart then Characters start with
the equivalent of 3d6 x10 gold coins.
WEALTH PERK
If a character has the Wealth Perk, multiply the randomly determined starting gold by
double the rank of the Wealth Perk to arrive at a final total starting gold amount. GM
permission is required to take more than 5 points of the Wealth Perk during character
creation, and to be taken at all in any increment after character creation.
EXAMPLE: In a campaign using the FH Price chart, Bullarx the Dwarven Warrior
rolls 22 on 5d6 and multiplies this by 3 for a total of 66 starting gold.
However Bullarx comes from a wealthy Dwarven family and benefits from a stipend;
thus he has taken 3 points of the Wealth Perk. To calculate his total starting gold the
rank of the Wealth Perk (3) is doubled to 6 and then multiplied by the randomly
determined 66 starting gold, yielding 396 total gold.
DISADVANTAGES
Starting Characters may take up to 75 points in Disadvantages, and no more than
50 points worth of Disadvantages may come from any one category. Disadvantages in
Race Packages do not count against this 75 point limit, but all other Disadvantages from
other Package Deals do.
MAGIC USERS
Magic Users must take a Distinctive Feature in my Campaigns indicating their status
as Magic Users, which is detectible by appropriate Detects. Only Magic Users that
actually cast "Spells" or have actual activateable at will Magical Abilities must do this;
Characters that only make and/or use Magic Items do not qualify for this Disadvantage.
The Disadvantage can be worth more points for some types of Magic Users. A type
of Magic that were persecuted or a type of Magic User who might be forced into
altercations due to the type of Magic they practice could take the "Extreme Reaction"
option for example. Similarly if a particular style of Magic were detectible by more
normal means for some reason, the "Only By Unusual Senses" reducer could be
eliminated.
Distinctive Magic User: DF: [Magic User Type] (Not Concealable; Always Noticed
and Causes Major Reaction; Detectable Only By Unusual Senses; Not Distinctive In
Some Cultures); Disadvantage Total: 5 Points
ALIGNMENT
For players more comfortable with the "Alignment" concept of xD&D and some other
similar game systems, all of the typical "Alignment" tropes can be handled as
Disadvantages. This is covered in more depth in the Alignment
Considerations document. It can be ignored in it's entirety by those uninterested in
Alignment.
World of San'Dora
In San'Dora campaigns there are a few Disadvantages that should be specifically
noted.
Primal Attunement
It is allowable, but not common, to take a Distinctive Feature indicating a connection
with one of four Primal forces (Static, Entropic, Positive, Negative).
It is also typical for Characters that have such a Primal Connection to also take
a Susceptibility to the opposing Primal Node (Static vs. Entropic, Positive vs. Negative).
Primal Connection: DF: [Static, Entropic, Positive, Negative] (Concealable with
Magic, Detectable Only By Unusual Senses, Extreme Reaction, Not Distinctive in
Some Cultures); Disadvantage Total: 5 Points
Primal Susceptibility: Susceptibility: [Static, Entropic, Positive, Negative] Energy,
1d6 damage Instant (Uncommon); Disadvantage Total: 5 Points
Elemental Attunement
Along the same lines, a Character might want to take similar sorts of Disadvantages,
but based upon the four classic Elements (Air, Earth, Water, Fire). However, in
San'Dora the four Elements map directly to the four Primal Nodes. Fire = Negative,
Water = Positive, Air = Entropic, and Earth = Static. Thus, a player wanting to do this
should use the above "Primal Attunement" based options instead.
GROUP RIVALRIES
Characters can take a Rivalry and associate it with an entire Group instead of a
single individual. Thus a Character could take a Rivalry with All Swordsmen, or a Rivalry
with All Archers, or a Magic User might belong to an order of some sort that has a long
standing rivalry with a competing group of other Magic Users, etc.
Such a Group Rivalry almost always qualifies for the "More Powerful" adder, and
also take a +5 adder on the Disadvantage called "Group Rivalry". However, usually
such a Rivalry will also need to take "Rival is unaware of Rivalry" reducer as well.
Group Rivalry: Rivalry: Professional ([Group]; Rival is More Powerful; Seek to
Outdo; Rival Unaware of Rivalry); Disadvantage Total: 5 Points

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