Hero Builder · Core Rulebook
The Heroes Path
The First Steps
The Hero's Path isn't for the faint-hearted; it's a journey of craftsmanship, of mind and soul. Here, in Hero Builder, you don't just play at heroics; you build a hero, piece by piece. But first, the groundwork — a hero isn't born on the battlefield; they're built in the foundation of abilities, hit points, defenses, size, and bloodline.
Define your character. Are they sharp of mind, swift of foot, or solid as rock? Decide their endurance — their hit points — and defenses to determine if they'll stand or fall. Size speaks to their stature, reflecting inner might, while bloodline guides their power with ancient ties.
This — their abilities, resilience, and ancestry — all ties back to who they are and where they came from. A hero's path is shaped by encounters and alliances. So, before glory, lay the cornerstone of your hero's identity. This is no sprint; it's the first step of a long journey.
About the Abilities
This is the first part of Building Your Hero. Abilities form the backbone of your Hero's stats in the world of Hero Builder. These scores are the mechanical bedrock upon which your Hero stands, influencing their every action and determining how they perform in the challenges ahead. Before you roll for your Hero's abilities, take a moment to consider where their strengths lie.
Now, for your amusement — and because I find it rather fitting — we'll explain the six base ability stats through the noble medium of potatoes. Potatoes, after all, are unparalleled.
STRENGTH
Consider, if you will, Strength: this is your classic Russet potato, sturdy, solid, and dependable. The sort of potato that, if it were human, would carry a tree trunk on its back without so much as a grunt.
Essential for Tanks, Attackers, and Guardians.
CONSTITUTION
For Constitution, look no further than the Red Bliss. They're small, yes, but they can take a beating, and they'll weather the heat without a wrinkle. Crucial
for Tanks, Attackers, and Guardians.
DEXTERITY
Then there's Dexterity, the Yukon Gold, sleek and nimble, ready to dash across the skillet with agility, never sticking, always smooth. Vital for Striders and
Attackers.
INTELLIGENCE
Intelligence? Well, that's the Fingerling — small, often unassuming, but possessing a complexity of flavor that surprises you, like the Hero who knows his way around books and battlefield alike. Key for
Wielders, Striders, and Guardians.
WISDOM
Then there's Wisdom, the Sweet Potato: deep, grounded, with layers you didn't know existed until you take the time to appreciate them. Important for
Wielders and Guardians.
CHARISMA
Finally, Charisma. This, my friend, is your Purple Majesty — striking, unforgettable, the type you can't take your eyes off, with a charm that's not so easily ignored. Significant for Wielders and Guardians.
So as you build your Hero, let these potatoes be your guide, a reminder that each ability has its unique flavor, each one essential in its own right. And remember: you're not merely cooking up a character; you're crafting a hero with depth, nuance, and the potential for legendary feats.
Rolling up your Hero
Once you're familiar with the abilities, it's time to breathe life into your Hero. Take the points suited to your campaign type and allocate them among your Hero's abilities. Be deliberate — each point shapes strengths and weaknesses. With, say, 20 points, you might place 10 in Strength and another 10 in Dexterity. Simple enough, but each choice will echo throughout your Hero's journey.
COMMONER Low-Level Campaigns
Start with 60 points to divide among your stats.
| No stat can be 0 or negative. |
|---|
| Recommended maximum for stats is 18. |
| Starting Power Matrix: 10 |
HEROIC Recommended Campaigns
Start with 84 points to divide among your stats. No stat can be 0 or negative. Recommended maximum for stats is 20. Starting Power Matrix: 10
GODLY High-Level Campaigns
Start with 96 points to divide among your stats. Stats can be 0, but no stat can be negative. Recommended maximum for stats is 25. Starting Power Matrix: 20
Once your six abilities are set, consult the Ability Advancement chart to determine the bonus for each. This bonus is added to your dice rolls whenever an ability is called upon. Simple enough — each stat's bonus is crucial, and it will affect how your Hero performs in any given situation.
ABILITY ADVANCEMENT
The bonuses increase or decrease by 1 point for every two Ability Score levels, with 10 and 11 providing a +0 bonus.
Base Ability Number Ability Bonus
| 0 or 1 | -5 |
|---|---|
| 2 or 3 | -4 |
| 4 or 5 | -3 |
| 6 or 7 | -2 |
| 8 or 9 | -1 |
| 10 or 11 | +0 |
| 12 or 13 | +1 |
| 14 or 15 | +2 |
| 16 or 17 | +3 |
| 18 or 19 | +4 |
| 20 or 21 | +5 |
| 22 or 23 | +6 |
| 24 or 25 | +7 |
OF LIFE AND DEATH
Now to your Hero's Health Points (HP). Every entity has an HP value. When a Hero's HP reaches 0 or below, they fall and cannot act. Heroes die at -15 HP, while other entities perish at 0 HP. If your Hero strikes the final blow, they may decide to kill or subdue the enemy — either way, the foe is removed from combat.
Your Hero's Maximum HP is set at creation and increases with level or an improved Constitution. At any point, the Current HP is simply the number left after battle or injury. Your Current HP cannot exceed your Maximum HP — a simple truth, yet one that many overlook in their enthusiasm. No matter the healing, potions, or miracles performed, your Hero's HP remains bound by that upper limit. Starting HP: 10 + Constitution Base. In Godly campaigns, add +10 HP at level 1. Leveling Up: Each level adds 5 + Constitution bonus. A negative Constitution bonus, fortunately, does not reduce HP — it is treated as 0.
NOW FOR SOME DEFENCES
Defenses represent the thresholds an enemy must meet or exceed to harm your Hero. Consider it in the following terms:
Armor shields the Hero from weapons and the ravages of nature. Fortitude reflects their endurance against physical afflictions. Reflex measures how swiftly they can evade an attack. Will embodies the Hero's mental resilience, warding off assaults on the mind. As your Hero's Ability Scores increase, so too will these defenses. Now, turn your attention to the formulas below to calculate them properly. Armor: {12+(Constitution Bonus + Dexterity Bonus)} Fortitude: {12+(Strength Bonus + Constitution Bonus)} Reflex: {12+(Dexterity Bonus + Wisdom Bonus)} Will: {12+(Wisdom Bonus + Charisma Bonus)}
BLOODLINES
Now that you have your Abilities, Hit Points, and Defenses laid out, it's time to move from the bones to the flesh of your Hero. What name do they answer to? What's their gender? Their sex? While some of this may seem like mere flavor, in Hero Builder, every detail holds weight. These choices, after all, add dimension to your Hero, and certain aspects will even affect how they interact with the world.
A world is only as diverse as its inhabitants, and here, we call these species Bloodlines. Humans are the base, but don't feel hemmed in. If you wish, the Hero Master can draft new Bloodlines, or you might invent one yourself. Most players stick to something vaguely humanoid. But if your imagination leans toward something less conventional, like a sentient dog or a walking plant, consider how they'll function in the party. Communication, combat, and teamwork aren't just pretty words; they'll shape your Hero's role.
To craft a unique Bloodline, you have four Bloodline Markers to spend. These represent the traits and abilities that define your character. Some traits will cost you more, some are free, and a few rare ones might even grant extra markers. Choose carefully; these markers aren't just dots on a page — they're the blueprint of your Hero, the signature of who they are and how they'll stand out in a world teeming with possibilities.
Size Kind of Matters
In Hero Builder, size is not just a matter of space — it affects everything from hit points and defenses to movement and how characters interact with the world. Larger characters enjoy increased Fortitude and hit points, while smaller ones benefit from heightened Reflex due to their agility.
TINY (1 Marker)
Tiny characters, standing under 3 feet tall, occupy only a quarter of a standard 5-foot square, allowing four Tiny beings to share the same space as a Human.
Their size grants a +2 to Reflex, making them adept at dodging attacks, but a -2 to Fortitude reflects their fragility. With no extra hit points, they rely on speed and can easily navigate tight spaces or share room with larger creatures.
HUMAN (Gain 1 Marker)
Human-sized characters, between 4 and 7 feet tall, occupy one full 5-foot square. This is the default size, with no bonuses or penalties to Fortitude or Reflex.
Humans are balanced, versatile, and suited to most environments, with standard hit points and no difficulty fitting into typical spaces.
LARGE (2 Markers)
Large characters, standing 8 to 15 feet tall, take up a 10x10-foot space (four 5-foot squares). They gain +2 to Fortitude due to their toughness, but their size reduces their agility, imposing a -2 to Reflex.
They also receive +5 x BCB hit points. Navigating Human-sized areas, however, becomes difficult, halving their speed in such environments.
MASSIVE (4 Markers)
Massive characters, between 16 and 25 feet tall, occupy a 15x15-foot space (nine 5-foot squares). They gain +3 to Fortitude and +10 x BCB hit points, but suffer a -3 to Reflex.
Massive beings struggle in standard-sized spaces, often needing open terrain or risk environmental damage by forcing their way through obstacles.
GIANT (6 Markers)
Giant characters, 26 to 40 feet tall, take up 20x20 feet (16 5-foot squares). They gain +4 to Fortitude and +15 x BCB hit points but face a steep -4 to Reflex.
Giants can withstand tremendous damage but are restricted to large, open spaces, unable to navigate most indoor environments.
TITANIC (8 Markers)
Titanic beings, towering between 41 and 60 feet, dominate a 30x30-foot area (36 5-foot squares). With a +5 to Fortitude and +20 x BCB hit points, they are nearly indestructible.
However, they suffer a -5 to Reflex and cannot enter any standard environments. Their very movements alter the landscape, potentially causing unintended destruction.
KAIJU (10 Markers)
Kaiju-sized creatures tower over 60 feet tall, occupying a staggering 40x40 feet or more (64+ 5- foot squares).
Players cannot take on this size, but knowing these rules is critical for combat scenarios. Some beings are so colossal they fall into the Kaiju classification. These titans are not simply enemies; they often become the battlefield itself. Fighting a Kaiju is unlike any other combat — traditional methods will not suffice.
Heroes of smaller sizes must climb and traverse the creature to attack it. In such a battle, every round, each Hero must use their free skill check to remain on the Kaiju. Failing this roll reduces their movement to one 5-foot square. A natural 3 means the Hero falls off.
Combat atop a Kaiju is perilous, unpredictable, and comes with considerable risk. Though colossal, Kaiju are not invulnerable. To defeat one, Heroes must target specific weak points — vulnerable areas at least 5 feet in size, each with its own defenses. These points are often the key to bringing down the beast.
While the rules allow for Kaiju-sized beings, it is not recommended for Heroes unless the entire campaign revolves around such giants. In such cases, treat Human-sized Kaiju as "normal," and scale everything accordingly. Size, as you see, is not without its complications.
Spending Bloodline Markers
In Hero Builder, Bloodline Markers offer a most practical system for refining your Hero's abilities and traits. Beyond the straightforward matter of hands, feet, wings, or tails, these Markers allow you to enhance your Hero's core stats or bolster their skill mastery. In short, it is a method for fine-tuning the character to fit your precise vision.
Whether you wish for your Hero to excel in combat, hone their agility, or become an unparalleled strategist, the use of Bloodline Markers gives you the freedom to shape them as you see fit. This flexibility ensures that no two Heroes are alike, unless, of course, you desire it to be so.
per Point)
For each marker you spend, your Hero gains 1 additional point to allocate to any of their base abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. This allows you the flexibility to craft a Hero whose abilities are as finely tuned to their role and concept as you desire.
Mastery Points)
Markers may be converted into Mastery Points, the detailed explanation of which can be found in the Skills section. For every marker spent, your Hero gains 10 Mastery Points, which can then be invested into skills, allowing your Hero to sharpen their expertise in key areas that complement their abilities and background.
Hit Points (1 Marker = 5 HP)
Markers can also be used to bolster your Hero's durability. For every marker spent, your Hero gains an additional 5 hit points, making them more resilient and capable of enduring the rigors of battle.
Power Points (1 Marker = 5 PP)
Similarly, markers can be converted into Power Points (PP), the vital resource that fuels your Hero's powers. Spending 1 marker grants your Hero 5 PP, providing them with a greater reserve of energy to tap into when their abilities are called upon.
Defense)
Markers can be spent to enhance your Hero's defenses. For two markers spent, your Hero receives a +1 bonus to any one of their defenses: Armor,
Fortitude, Reflex, or Will. This allows you to further shield your Hero from harm, fortifying them against whatever dangers they may face.
What's my Age Again?
Your Hero's Age can subtly influence how they are perceived by others, particularly with Hero Master Characters (HMCs), as explained later in The Foundations chapter. While age does not affect your Hero's abilities directly, it plays a vital role in shaping relationships, which are essential to a character's growth.
To reflect the weight of past experiences and connections, you may spend 1 marker to gain 1d20 CAMP (Characters Active Memory Points). These points represent your Hero's established relationships with HMCs — shared history, trust, and the connections built over time. CAMP points can be used to cement bonds, form allies, or tap into resources your Hero has developed through previous interactions.
This mechanic ensures that your Hero's backstory and relationships have tangible impact, allowing their personal history to influence the present and making interactions with key characters more meaningful. In doing so, it brings depth to the narrative, weaving your Hero's past into the fabric of the world they now inhabit.
Know Your Role
With Abilities, Hit Points, Defenses, and a chosen Bloodline in hand, your Hero is no longer a mere idea — they are now a living force, ready to face whatever the world throws their way. But before they step onto the battlefield, one final decision remains — the Role. This is the moment where your Hero's true purpose takes shape, where strategy and identity converge, and their path in combat is set. The Role you choose forges the direction of your Hero's growth and cements their place within the party.
Each Role offers a lasting and meaningful bonus, becoming a fundamental part of your Hero's abilities. These bonuses are not transient; they remain with your Hero as long as they hold that Role, providing a steady and reliable boost in battle. But the Role is more than just a bonus — it also grants your Hero the option to select one of two Role Flairs, subtle yet significant traits that define their unique style on the battlefield.
Yet, the journey doesn't stop there. At levels 5, 10, 15, and 20, your Hero gains the chance to unlock additional Role Flairs from any Role, allowing for greater flexibility and mastery in combat. However, with each new Flair comes a price. For every Flair gained, a Flaw must also be chosen. These Flaws are just as critical as the Flairs, adding layers of complexity and challenge, ensuring that power is balanced by weakness. And don't forget, when you first select a Role Flair, your Hero must also adopt their first Flaw — a necessary price for the gifts of power. But Flaws are Optional.
In the end, Roles are more than just titles — they are the foundation upon which your Hero's legend is built. Choose wisely, for each Flair and Flaw will shape not only their combat prowess but their entire journey.
And now, a word on bonuses. In time, these will be revealed, for each role has its own perks. In a Commoner game, bonuses are halved, while in a Godly game, they're doubled. So pick well and wisely — roles may be optional, but they are rarely unimportant.
TANK
This Hero excels in close combat, thriving in the thick of battle where others might falter. A Tank doesn't concern themselves with flitting about the battlefield — they stand their ground, absorbing punishment with ample hit points while delivering substantial damage, even with the simplest of melee
strikes. Their strength lies in endurance, making
them an immovable force in toe-to-toe
confrontations. BONUS: +10 Hit Points, +2 to Armor & Fortitude, +2 to any Basic Attack or Assault Effects that is
within five feet or 1 space, Melee.
Role Flairs:
Lifebound: Use your Free Action to heal yourself and your allies BCB + 2 per ally within 15 feet (or three spaces). Your vitality surges, knitting together your wounds and those of your allies. Bloodforged: Spend Hit Points as if they were Power Points. Each sacrifice strengthens your resolve, transforming pain into raw, unrelenting power.
ATTACKER
This Hero shines in close-quarters combat, favoring
large weapons and swift, decisive strikes. An Attacker relies on agility rather than the burden of heavy armor, darting in and out of engagements with speed and precision. Their strength lies in overwhelming opponents before they have a chance
to retaliate, making them a force to be reckoned with when quick, brutal efficiency is required. BONUS: +15 Hit Points, +5 Power Points, +2 to Fortitude & Reflex, +1 to any Basic Attack
that is within five feet or 1 space,
+1 to Assault Effects. Role Flairs:
Relentless Strike: The Basic Attack Action becomes a Free Action. No hesitation, no mercy — strike swiftly and without restraint. Banding: With a Free Action, add +1 + the number of allies within 20 feet (or four spaces) + BCB to your next attack's damage. Rallying your strength with the unity of those around you, your strike becomes a shared force, stronger with every ally at your side.
WIELDER
This Hero specializes in dealing damage from a
distance, often through the use of magic or supernatural abilities. While a Wielder may lack the
durability for close combat, they more than compensate with a substantial reserve of power points, allowing them to unleash potent attacks from afar. Their strength lies in maintaining distance and harnessing energy to strike where it
hurts the most. BONUS: +20 Power Points, +2 to Reflex & Will,
+2 to Powers Effects. Role Flairs:
Arcane Echo: Channel powers from an ally's position, as though you stand there, so long as they're within 30 feet (or six spaces), and their power's range is 1 + BCB. Your mastery of magic extends your reach through your comrades. Power Surge: Use your Free Action to cast any power at double the PP cost. Draw deep from the well of power, unleashing magic with reckless force, knowing you will pay the price.
STRIDER
Fast and cunning, the Strider excels at hit-and-run tactics, skillfully weaving between ranged and close combat. They avoid prolonged, direct confrontations,
preferring to strike swiftly and retreat before the enemy can respond. Agility and adaptability define
their combat style, making them elusive and
unpredictable on the battlefield. BONUS: +5 Hit Points, +15 Power Points, +2 to Armor & Will, +1 to any Basic Attack that is within five feet or 1 space, +1 to Assault Effects. Role Flairs:
Ghoststep: Before taking your first move action, shift to any space adjacent to an ally within 2 + BCB spaces, then proceed with your movement. Move unseen and strike with the precision of a shadow.
Blitz Charge: With a Free Action, move and immediately strike with a Basic Attack, adding +1 + BCB to the attack for every square you crossed. Your speed is a weapon, driving you headlong into your enemy.
GUARDIAN
A Guardian is both a powerful combatant and a capable spell caster, but their true strength lies in supporting their allies. They provide healing, buffs,
and essential aid to keep the team in peak condition, all while maintaining a strong presence on the battlefield. Typically found fighting alongside
the Tank, the Guardian's role is not merely to protect, but to ensure their companions endure. With a balance of offense and defense, the Guardian fortifies the team, ensuring they remain a cohesive
and formidable force. BONUS: +10 to Hit Points, +10 to Power Points,
+2 to all Defenses Role Flairs:
Aegis Guard: At the start of the round, you can add 1 + BCB to an ally's defense within 10 feet (or two spaces), or to your own. Stand as the protector, always ready to shield the vulnerable. Guardian's Shift: Use your Free Action to swap places with an ally within 10 feet (or two spaces). Where your comrades falter, you stand in their stead, swift and unwavering.
CHAMPION
The Champion role is reserved for single-player campaigns, where the Hero takes center stage as the protagonist. It is ill-suited for group play, except in
the rare case of a Champion vs. Champion confrontation. Should another Hero join the party, the Champion role must be abandoned without hesitation. Any Role Flairs must also be swapped
out when this happens. BONUS: +20 hit points, +20 Power Points, + 2 to
Every Defense, +2 to all Attacks and Powers. Role Flairs:
Lone Vanguard: When no allies are within 20 feet (or four spaces), add +2 to all defenses and +2 x BCB to damage rolls. In the absence of allies, the Champion stands unchallenged, bolstered by an untouchable resolve, ready to face all odds alone. Heroic Surge: Once per encounter, you may spend a Free Action to regain 1d10 + BCB Hit Points, and gain +1 to all defenses for the next two rounds. When the fight grows dire, the Champion digs deep, revitalizing their strength and fortifying their defenses for the battles ahead. Singular Focus: On your first attack of each round, add +1d6 + BCB to your damage rolls. When the Champion strikes, it's with purpose and precision — each blow delivered is a devastating reminder that they stand alone, and their focus is unmatched.
The First Leg is done
With your Hero's foundation set — their abilities, hit points, defenses, and role — you've taken them from an idea to something tangible, more than a sketch and nearly a person. They can now stand, perhaps even stride, ready to confront the dangers and challenges of their world. But let's not get ahead of ourselves. They're not yet fully alive; they've only begun to take shape.
Now that we know who they are, it's time to discover what they can do. In Chapter 3, we'll delve into the finer details: Skills, Flairs, and
Flaws — the traits that breathe life into the bones and muscle of your Hero. These are not merely traits; they're signatures, marks of distinction that set your Hero apart. Skills, the bedrock of their capabilities; Flairs, the unique touches that give them panache; and Flaws, the imperfections that make them all the more compelling.
So gather your wits, and prepare to shape the personality of your Hero, for it's in these details that true character resides. Let's continue on this journey, then, to craft a Hero as unique as the world they'll inhabit.