Hero Builder · Core Rulebook
Skills, Flairs & Flaws
Are you Skilled?
Skills are the practical abilities your Hero relies on in every situation. Whether you're disarming traps, unlocking doors, crafting an item, or finding something hidden, everything you do in Hero Builder involves a skill. Skills are divided into four essential components: the Name, the Ability it's tied to, the Mastery Points (MP) your Hero has in it, and the Bonus it provides.
Let's take an example: Acrobatics (DEX.). The first two elements are clear — the name tells us this skill measures your Hero's acrobatic ability, and the (DEX.) indicates that it's linked to Dexterity. Therefore, when rolling for Acrobatics, we include the Dexterity Bonus in the calculation.
Now, for the remaining two parts: Mastery Points and the Bonus itself. The more MP your Hero has in a skill, the higher the bonus. For every 10 MP, the bonus increases by +1. So, if your Hero has 24 MP in Acrobatics, the bonus is +2.
When making a skill check, you roll, 3d8 + Ability Bonus + Skill Bonus. For instance, if the result of your 3d8 is 15, with a Dexterity Bonus of +4 and a Skill Bonus of +2, the total is 21.
Now, how does one accumulate Mastery Points? There are two ways — leveling up or rolling well. If your natural roll (the result of the 3d8 alone) exceeds the Skill Bonus, your Hero gains 1 MP, provided they haven't reached the skill's maximum bonus (Hero's Level +1). Rolling two 8s earns 5 MP, while three 8s nets 10 MP.
Upon creation, your Hero starts with 50 + (2 x Intelligence Base) in Mastery Points to allocate across their skills. No skill may begin with more than 15 MP, except one, which can start at 20. In Commoner games, the cap is 10 MP; in Godly games, it's 20 MP. When leveling up, your Hero
gains 15 + Intelligence Bonus Mastery Points to distribute.
The maximum Mastery Points (MP) any skill can hold begins at 20 MP when your Hero is created. As your Hero levels up, this limit increases by 10 MP for each level. For example, a Level 3 Hero may have up to 40 MP in any given skill, but no more. This progression ensures that your Hero's mastery grows steadily, reflecting their experience and development throughout their journey.
Now, use this wisely — each skill brings your Hero closer to the edge of greatness.
What Skill!
Now that you have a firm grasp of Skills, let's explore the ones listed in this book and how to create your own. Crafting a new skill is remarkably simple — just determine what it accomplishes when the Skill Check is successful and decide which Ability it relies on. For example, should your Hero wish to make candy, the task would naturally involve intelligence, thus creating a Candy Making (INT.) skill.
When making attacks, any skill can be employed with an item — provided, of course, the Hero Master approves and you describe the action convincingly.
Take our Hero, Klamp, who has a fondness for his Candy Making (INT.) skill and an even greater fondness for his massive wrench, Mongo. Klamp wishes to use this skill in combat, and the Hero Master agrees, provided Klamp explains how candy-making relates to slugging an opponent with a wrench the size of one's arm. Klamp, ever resourceful, says that folding hard candy requires precision and strength — he applies the same folding motion with Mongo in hand to "fold" the enemy.
And remember, whether or not a skill is on your Hero's sheet, they may always attempt a Skill Roll. It's all in how you play the situation.
Let me list my Skills
It's time to explore the categories of skills your Hero may possess. These are not mere abstractions; they are practical tools, each serving a distinct purpose in the world your Hero inhabits. The following categories cover a wide array of abilities, ensuring your Hero is well-rounded and prepared for any situation.
Common: These skills are the everyday tools of survival and interaction, essential in navigating the world outside of combat or intrigue. Combative: As the name suggests, these skills are honed for battle, ensuring your Hero is as lethal with a sword as they are with strategy. Labor: The practical, often overlooked, set of skills that handle the work of crafting, building, and maintaining the Hero's tools, surroundings, and perhaps livelihood. Social: For those who understand that words, charm, and persuasion can be just as powerful as weapons, these skills govern interaction and influence. Supernatural: Here lies the realm of magic, psychic abilities, and forces beyond the ordinary, for those who walk a path that defies natural laws.
More Background?
If you're in a rush and need to make sure your character aligns with a Background, then pick from these preset options, each paired with a tidy list of skills. Simple enough, no? Here's the process:
You'll select 3 skills to have 5 Mastery Points each. One skill will enjoy a boost to 15 Mastery Points, and another will bask in the luxury of 20 Mastery Points. Following that, distribute your Intelligence Base x2 among the remaining skills on your Background's list.
For the more adventurous — or the indecisive — roll 3d8 and let the dice decide your
Background. Feel like keeping things even simpler? Roll three d8s again, and whatever turns up will be the skills set at 5 Mastery Points. Repeat the process for 15 MP and 20 MP. If you roll the same result twice, keep rolling until something new comes up, or, if impatience triumphs, pick one yourself.
3. Envoy
You are a skilled diplomat, sent to foreign lands to represent your people. Your words carry weight, and you're adept at navigating the complex webs of politics and negotiation. Whether through charm, tact, or subtle manipulation, you know how to get what you want. Skills: Persuade (INT), Judge Intent (WIS), Leadership (WIS), Flattery (CHA), Conversationalist (CHA), Insight (WIS), Networking (CHA), Scheming (WIS)
4. Trader
A seasoned merchant who deals in goods and knows the value of everything. Skills: Appraising (WIS), Persuade (INT), Organization (INT), Record Keeping (INT), Critical Thinking (WIS), Conversationalist (CHA), Networking (CHA), Reading (WIS)
5. Street Rat
A resourceful survivor from the underbelly of society, quick and cunning. Skills: Dodging (DEX), Deception (CHA), First Aid (WIS), Thievery (DEX), Ambush (INT), Stealth (DEX), Appraising (WIS), Swimming (CON)
6. Aristocrat
A person of privilege, born into wealth and power, trained in leadership and diplomacy. Skills: Persuade (INT), Judge Intent (WIS), Leadership (WIS), Conversationalist (CHA), Flattery (CHA), Project Management (INT), Critical Thinking (WIS), Record Keeping (INT)
7. Veteran
A seasoned warrior, experienced in the harsh realities of battle and military life. Skills: Close Quarters Combat (STR), Marksmanship (WIS), Tactics (INT), Discipline (CON), Combat Awareness (WIS), Blocking (CON), First Aid (WIS), Hammermanship (STR)
8. Mariner
A sailor who has spent years at sea, navigating treacherous waters and thriving in harsh conditions. Skills: Swimming (CON), Navigation (INT), Rope Use (DEX), Dodging (DEX), Flanking (INT), Organization (INT), First Aid (WIS), Marksmanship (WIS)
9. Wanderer
A solitary figure who has spent a lifetime surviving the wilderness, far from civilization. Skills: Hunting (WIS), Survival (CON), Animal Handling (WIS), Herbalism (WIS), Tracking (WIS), First Aid (WIS), Trapping (WIS), Spearmanship (DEX)
10. Devotee
One who has dedicated their life to spiritual study and the service of a higher power. Skills: Religion (INT), Insight (WIS), Healing (WIS), Chanting (CHA), Research (WIS), Record Keeping (INT), Persuade (INT), Appraising (WIS)
11. Craftsman
A master of their trade, creating functional and artistic works through skill and labor. Skills: Blacksmithing (INT), Carpentry (WIS), Gem Cutting (WIS), Sewing (WIS), Engraving Stone (INT), Leatherworking (WIS), Organization (INT), Appraising (WIS)
12. Academic
A lifelong scholar, deeply engaged in study and the pursuit of knowledge. Skills: Research (WIS), Reading (WIS), Critical Thinking (WIS), Advanced Math (INT), Geometry (INT), Leap in Logic (INT), Writing (INT), Appraising (WIS)
13. Cutpurse
A skilled thief, living by their wits and their dexterity, mastering the art of stealth and theft. Skills: Deception (CHA), Dodging (DEX), Knife Fighting (DEX), Stealth (DEX), Thievery (DEX), Ambush (INT), Appraising (WIS), Poisoning (INT)
14. Tracker
A skilled hunter who knows how to find, capture, and take down prey in the wild. Skills: Trapping (WIS), Archery (CON), Animal Handling (WIS), Survival (CON), Spearmanship (DEX), First Aid (WIS), Stealth (DEX), Appraising (WIS)
15. Smith
A master of metalwork, forging weapons, armor, and tools with precision and strength. Skills: Blacksmithing (INT), Weaponsmithing (STR), Armorsmithing (INT), Mechanics (INT), Engraving Stone (INT), Leatherworking (WIS), Appraising (WIS), Hammermanship (STR)
16. Talespinner
A traveling bard, skilled in weaving stories and songs that inspire, entertain, or sway audiences across distant lands. Skills: Singing (CHA), Music (WIS), Poetry (CHA), Storytelling (CHA), Conversationalist (CHA), Persuade (INT), Flattery (CHA), Judge Intent (WIS)
17. Recluse
A hermit who has retreated from society, seeking wisdom and peace in isolation. Skills: Herbalism (WIS), Meditation (WIS), Survival (CON), Appraising (WIS), Gardening (INT), Astronomy (INT), Cooking (WIS), Reading (WIS)
18. Shadow
A professional killer, trained to move silently and strike with deadly precision. Skills: Poisoning (INT), Knife Fighting (DEX), Stealth (DEX), Dodging (DEX), Combat Awareness (WIS), Ambush (INT), Counterattacks (DEX), Thievery (DEX)
19. Cleric
A spiritual guide and healer, dedicated to their faith and the wellbeing of others. Skills: Healing (WIS), Religion (INT), Leadership (WIS), Persuade (INT), Chanting (CHA), Appraising (WIS), Reading (WIS), Insight (WIS)
20. Harvester
A laborer of the land, cultivating crops and livestock, living closely with nature. Skills: Animal Husbandry (INT), Gardening (INT), Milking (DEX), Trapping (WIS), Carpentry (WIS), Cooking (WIS), Appraising (WIS), Herbalism (WIS)
21. Pit Fighter
A gladiator, honed in the deadly art of combat for sport and survival. Skills: Hand-to-Hand Combat (STR), Dodging (DEX), Discipline (CON), Close Quarters Combat (STR), Wrestling (STR), Persuade (INT), Intimidation (CHA), Hammermanship (STR)
22. Tinkerer
An inventor, always experimenting with gadgets and mechanical creations. Skills: Mechanics (INT), Programming (INT), Critical Thinking (WIS), Organization (INT), Blacksmithing (INT), Advanced Math (INT), Chemistry (INT), Carpentry (WIS)
23. Scout
A ranger, skilled at navigating untamed wilderness, tracking enemies, and surviving in nature. Skills: Tracking (WIS), Archery (CON), Survival (CON), Animal Handling (WIS), Trapping (WIS), Stealth (DEX), Spearmanship (DEX), First Aid (WIS)
24. Performer
A versatile entertainer, adept at captivating audiences through a variety of talents — whether through humor, dance, or drama. Skills: Comedy (CHA), Singing (CHA), Dancing (DEX), Music (WIS), Conversationalist (CHA), Flattery (CHA), Poetry (CHA), Empathy (CHA)
Acrobatics (DEX)
Mastery of acrobatic feats and nimble movements, useful for stunts that require precision and balance.
Advanced Math (INT)
A deep engagement with complex mathematical theories and equations, far beyond the elementary level, challenging the mind to new heights.
Appraising (WIS)
The skill of evaluating the worth of an object through keen observation and careful analysis — essential when value is in question.
| Astronomy (INT) | Geometry (INT) | |
|---|---|---|
| The study of the stars, planets, and cosmic | The study of shapes, angles, and spatial | |
| phenomena — a field that peers beyond Earth to | relationships, bringing order and logic to the | |
| unlock the mysteries of the universe. | physical world through mathematical precision. | |
| Athletics (STR) Proficiency in physical activities and sports, demonstrating strength, endurance, and coordination. | Handyman (CON) A versatile skill set in home maintenance and repair, covering a wide range of practical tasks that keep the world in order. | |
| Basic Math (WIS) | Leap in Logic (INT) | |
| The foundational skill of working with numbers, | An unexpected but sharp shift in reasoning that | |
| covering the essentials of arithmetic and algebra — a | leads to a new and often groundbreaking | |
| necessity in both mundane and intellectual pursuits. | conclusion — where intuition and intellect meet. | |
| Basic Surgery (WIS) A fundamental knowledge of surgical procedures — entry-level operations that involve less complexity and risk than more advanced interventions. | Music (WIS) The ability to blend vocal or instrumental sounds into harmonious forms, creating expression that moves the listener. | |
| Concentration (WIS) | Organization (INT) | |
| The ability to maintain unwavering focus, allowing | The careful arrangement of tasks, resources, or ideas | |
| the mind to stay on task despite distractions — a skill | into a structured and efficient system — ensuring | |
| crucial for any endeavor requiring sustained | order where there might otherwise be chaos. | |
| attention. | ||
| Cooking (WIS) The art of preparing meals with both skill and creativity, turning raw ingredients into something far more desirable. | Painting (WIS) The delicate art of applying pigment to surfaces, transforming blank canvases into works of visual beauty. | |
| Programming (INT) | ||
| Critical Thinking (WIS) | The language of computers, where a few keystrokes | |
| A disciplined approach to analyzing information and | create intricate sets of instructions that drive | |
| arguments, where logic reigns supreme, and no | technology forward. | |
| assumption is taken at face value. | ||
| Driving (DEX) The ability to operate vehicles with precision, whether for transport or in pursuit of a more dynamic objective. | Project Management (INT) The art of planning, organizing, and leading projects to completion — balancing time, resources, and objectives with precision. | |
| Reading (WIS) | ||
| First Aid (WIS) | The ability to interpret written language with | |
| Basic emergency care — an essential skill for | understanding and insight — a window into | |
| stabilizing the wounded and ill before more | knowledge, both ancient and modern. | |
| advanced help arrives. | ||
| Gardening (INT) The cultivation and nurturing of plants, whether for beauty or function — a practice requiring knowledge and patience. | 27 | Record Keeping (INT) The meticulous task of tracking and documenting information — a skill that ensures accuracy and reliability in all forms of documentation. |
| Research (WIS) | Combat Awareness (WIS) | |
|---|---|---|
| The disciplined and thorough investigation of a | Maintaining alertness and situational awareness | |
| topic, searching for truths and insights buried | during combat, ensuring the Hero can respond to | |
| within vast pools of information. | threats from all directions. | |
| Sewing (WIS) The craft of stitching fabric into functional or decorative items — a precise art, whether repairing or creating from scratch. | Combat Surgery (DEX) Performing surgical procedures in high-stress environments, such as a battlefield, where speed and precision are critical. | |
| Singing (CHA) | Counterattacks (DEX) | |
| The ability to produce musical tones with the voice, | A responsive strike made immediately following an | |
| creating melodies that can move hearts and inspire | opponent's attack, using their aggression against | |
| emotions. | them. | |
| Swimming (CON) The controlled movement through water, requiring strength and endurance, a vital skill both for survival and sport. | Discipline (CON) The personal practice of training oneself to follow rules and standards, maintaining focus and control under pressure. | |
| Writing (INT) | Dodging (DEX) | |
| The swift movement to avoid an incoming attack, | ||
| The craft of shaping words into coherent and | ||
| ensuring the Hero remains unharmed by agility | ||
| impactful communication, turning thoughts into a | ||
| alone. | ||
| permanent, readable form. | ||
| Combative Skills | Feinting (DEX) | |
| Ambush (INT) The art of launching a surprise attack from a concealed position, catching the enemy off guard | The art of deception in combat, where a false attack misleads the opponent, opening them to a true strike. | |
| and unprepared. | Flanking (INT) | |
| Archery (CON) | Attacking an opponent from the side or behind, | |
| gaining a tactical advantage and increasing the | ||
| The practice of using a bow and arrow to strike a | chances of success. | |
| target, requiring both precision and physical | ||
| endurance. | ||
| Axemanship (DEX) The skillful use of an axe in combat, whether for | Hammermanship (STR) The use of a hammer as a weapon, applying brute force and power to crush or incapacitate foes. | |
| offense, defense, or practical purposes. | Hand-to-Hand Combat (STR) | |
| Blocking (CON) | Physical confrontation involving unarmed combat | |
| between individuals, relying solely on strength and | ||
| The ability to use a shield or similar device to deflect | technique. | |
| or absorb incoming attacks, protecting oneself from | ||
| harm. | ||
| Close Quarters Combat (STR) Hand-to-hand fighting or combat at very close range, where strength and skill are paramount. | 28 | Knife Fighting (DEX) The skilled use of a knife in combat, whether for quick strikes, defense, or self-preservation. |
| Macemanship (STR) | Throwing (STR) | |
|---|---|---|
| Mastery of the mace as a weapon, delivering | The ability to hurl an object, such as a weapon or | |
| crushing blows in battle or other demanding | tool, with force and accuracy to strike an opponent | |
| situations. | from a distance. | |
| Marksmanship (WIS) The ability to fire a projectile weapon, such as a firearm, with precision and accuracy, even at great distances. | Unarmed Combat (CON) Physical combat without weapons, relying on strength and endurance to subdue or defeat an opponent. | |
| Martial Arts (CON) | Wrestling (STR) | |
| A set of physical techniques and disciplines used for | The act of grappling and physically overpowering an | |
| combat or self-defense, involving strikes, kicks, and | opponent, using various holds and techniques to | |
| grappling. | control or defeat them. | |
| Mounted Combat (DEX) | Labor Skills | |
| Combat fought from horseback or another mount, blending mobility with attack, and demanding balance and skill. | Animal Husbandry (INT) The care, breeding, and management of animals, ensuring their health and productivity. | |
| Poisoning (INT) | ||
| The use of poison to incapacitate, harm, or kill an | Armorsmithing (INT) | |
| enemy, either in direct combat or through covert | The craft of designing and forging armor, providing | |
| means. | protection in both form and function. | |
| Psychological Warfare (CHA) Manipulating and weakening an enemy through psychological tactics, breaking their resolve and gaining a strategic edge. | Beekeeping (WIS) The careful management of bee colonies for honey production, pollination, and other uses. | |
| Blacksmithing (INT) | ||
| Sabotage (INT) | The skilled craft of working with hot metal, shaping | |
| Intentionally damaging or destroying enemy | it into functional or decorative objects. | |
| equipment, facilities, or supplies to disrupt their | ||
| operations. | ||
| Spearsmanship (DEX) The adept use of a spear in combat, whether for | Bookbinding (INT) The meticulous art of assembling books, attaching pages to covers, and ensuring their durability. | |
| thrusting attacks or keeping an opponent at bay. | Bowing (INT) | |
| The craft of creating bows, the essential tool for | ||
| Swordsmanship (DEX) | archery, through precise and careful craftsmanship. | |
| Mastery of the sword, where precision, technique, | ||
| and balance come together to wield the weapon | ||
| effectively in combat. | Brewing (INT) | |
| Tactics (INT) | The art of producing beer or other alcoholic beverages through fermentation. | |
| The art and science of planning and directing | Butchering (WIS) | |
| military actions, ensuring strategic superiority on | The process of slaughtering and preparing meat for | |
| the battlefield. | consumption, turning livestock into food. | |
| 29 |
Carpentry (WIS)
| Lye Making (INT) | ||
|---|---|---|
| Cheesemaking (WIS) | The process of producing lye, a strong alkaline | |
| The production of cheese, transforming milk into a | solution, often used in soap making. | |
| wide variety of delectable dairy products. | ||
| Chemistry (INT) The science of matter — its composition, properties, and the changes it undergoes. | Masonry (CON) The craft of constructing buildings or structures with stone, brick, or concrete. | |
| Mechanics (INT) | ||
| Cooking (INT) | The science of motion and forces, applied to physical | |
| The art and science of preparing food, using both | objects in motion or at rest. | |
| creativity and technique to create meals. | ||
| Dyeing (INT) The process of adding color to textiles or other materials, creating vibrant patterns and designs. | Milking (DEX) The process of extracting milk from animals, such as cows or goats, with care and precision. | |
| Milling (STR) | ||
| Engineering (INT) | The process of grinding grain into flour or other | |
| The application of scientific principles to design and | materials, a vital step in food production. | |
| build structures, machines, and other systems. | ||
| Engraving Stone (INT) The skill of carving intricate designs into stone, leaving a permanent mark. | Mining (STR) The extraction of valuable minerals or resources from the earth, requiring strength and endurance. | |
| Gem Cutting (WIS) | Paper Making (INT) | |
| The delicate art of shaping and polishing gemstones, | The process of creating paper from raw fibers, | |
| revealing their natural beauty. | transforming pulp into usable material. | |
| Gem Setting (DEX) The precise craft of securely placing gemstones into jewelry, ensuring both beauty and durability. | Pottery (WIS) The art of shaping and firing clay to create functional or decorative ceramic objects. | |
| Glazing (WIS) | Soap Making (INT) | |
| The process of applying a glossy, protective coating | The craft of creating soap from fats and other | |
| to surfaces, such as ceramics or windows. | ingredients, a blend of chemistry and artistry. | |
| Glass Making (INT) The craft of creating glass objects by melting and shaping silicate materials. | Soap Making (INT) The craft of creating soap from fats and other ingredients, a blend of chemistry and artistry. | |
| Herbalism (WIS) | Specialty Surgery (INT) | |
| The study and use of plants for medicinal purposes, | The practice of performing advanced surgical | |
| drawing on ancient and modern knowledge. | procedures, requiring precision and specialized | |
| knowledge. | ||
| 30 |
The skilled trade of shaping and installing wooden
structures, from furniture to buildings.
Leatherworking (WIS)
The craft of shaping and sewing leather into
functional or decorative items.
Spinning (INT)
| The craft of turning fibers into yarn or thread, a | Conversationalist (CHA) | |
|---|---|---|
| crucial step in textile production. | The skill of engaging in lively and interactive | |
| conversation, drawing others in with ease. | ||
| Stone Cutting (WIS) | ||
| The art of shaping and finishing stone for use in | Dancing (DEX) | |
| construction or decoration. | Mastery of various dance styles, blending rhythm | |
| Tailoring (WIS) | and movement into a graceful performance. | |
| The craft of designing, sewing, and altering clothing | Deception (CHA) | |
| to create a perfect fit for individuals. | The skill of manipulating and deceiving others, | |
| bending the truth to your advantage. | ||
| Tanning (INT) | ||
| The process of treating animal hides to produce | Empathy (CHA) | |
| durable leather. | The ability to sense and understand the emotions of | |
| Threshing (CON) | others, a subtle but powerful tool in communication. | |
| The process of separating grain from its husks, a | Flattery (CHA) | |
| vital step in agricultural production. | The art of using compliments strategically to gain | |
| favor or influence others. | ||
| Trapping (WIS) | ||
| The skill of capturing animals for their fur, meat, or | Intimidation (CHA) | |
| other resources. | The use of threats or fear to influence others, | |
| Tree Felling (STR) | ensuring compliance through sheer presence. | |
| The act of cutting down trees, often for timber or | Judge Intent (WIS) | |
| land clearing. | The skill of interpreting and understanding the | |
| motivations behind others' actions. | ||
| Weaponsmithing (STR) | ||
| The craft of forging and shaping weapons, from | Keyboard Instruments (INT) | |
| swords to axes, used in combat or defense. | The ability to play pianos and other keyboard | |
| Weaving (DEX) | instruments with skill and precision. | |
| The skill of interlacing threads or fibers to create | Leadership (WIS) | |
| fabric or other textiles. | The ability to guide, direct, and inspire others, often | |
| under challenging circumstances. | ||
| Wax Making (INT) | ||
| The process of creating wax from natural materials, | Networking (CHA) | |
| often used for candles or other products. | The act of building and maintaining professional | |
| Woodworking (WIS) The craft of shaping wood into useful or decorative | connections, a vital tool in social and business circles. | |
| objects, from furniture to intricate carvings. | Percussion Instruments (CHA) | |
| The skill of playing drums and other percussion | ||
| instruments, creating rhythm in performances. | ||
| Social Skills | Persuade (INT) | |
| Comedy (CHA) The art of humorous performance and storytelling, | 31 | The ability to convince and influence others through logical arguments and appeals. |
bringing laughter to any situation.
| Poetry (CHA) | ||
|---|---|---|
| The craft of composing and performing poetry, | Divination (WIS) | |
| expressing emotion and thought through verse. | The practice of gaining knowledge of the future or | |
| uncovering hidden truths through supernatural | ||
| Record Keeping (INT) | means. | |
| The systematic tracking and documentation of information, ensuring accuracy and order. | Dream Manipulation (CHA) The power to control and influence events within | |
| Scheming (WIS) | dreams, shaping the subconscious world. | |
| The skill of plotting and executing elaborate plans, | ||
| often with cunning and foresight. | Elemental Control (WIS) | |
| The ability to command the elements — air, water, | ||
| String Instruments (CHA) | earth, and fire — bending nature to one's will. | |
| The mastery of stringed instruments, such as guitars and violins, bringing music to life. | Energy Manipulation (CON) The power to control and harness energy in various | |
| Teaching (INT) | forms, directing it as a force for attack or defense. | |
| The art of imparting knowledge and skills to others | ||
| through instruction and education. | Enchantment (WIS) | |
| The ability to imbue objects with magical properties, | ||
| Wind Instruments (CHA) | granting them special powers or protections. | |
| The skill of playing brass, woodwind, and other wind instruments, producing music through breath and technique. Supernatural Skills | Flight (DEX) The ability to levitate and move through the air, defying gravity and soaring freely. | |
| Foresight (WIS) | ||
| The gift of perceiving future events, allowing the | ||
| Alchemy (INT) | user to anticipate and prepare for what is to come. | |
| The ancient art of transmuting base metals into gold and other valuable substances. | Healing (CON) | |
| Astral Projection (WIS) | The magical ability to restore health and vitality, | |
| The ability to project one's consciousness out of the | mending wounds and curing ailments. | |
| body, exploring realms beyond the physical. | ||
| Illusions (WIS) | ||
| The ability to create false sensory experiences, | ||
| Clairvoyance (WIS) | deceiving others with convincing but unreal visions. | |
| The ability to perceive events or objects that are hidden from the senses, offering insight into the unseen. | Invisibility (CHA) The power to become unseen by the naked eye, | |
| Curse-breaking (INT) | moving unnoticed through the world. | |
| The power to remove curses and other malevolent | ||
| spells, restoring balance and health. | Necromancy (CHA) | |
| The forbidden art of communicating with the dead, | ||
| often to gain knowledge or power. | ||
| Dimension-hopping (CON) The ability to travel between different planes of existence or dimensions, defying the boundaries of space. | 32 | Shape-shifting (CON) The ability to alter one's physical form, transforming into another creature or entity. |
Spell-casting (WIS)
The art of casting spells to achieve specific magical effects, from simple enchantments to powerful rituals.
Summoning (INT)
The ability to call forth spirits or other supernatural beings to aid or serve the summoner.
Super Strength (STR)
The power to wield immense physical strength, far beyond the limits of ordinary humans.
Telekinesis (INT)
The ability to move objects with the mind alone, exerting control over matter from a distance.
Telepathy (INT)
The ability to communicate with others using only the mind, bypassing speech or physical signals.
Teleportation (CON)
The power to transport oneself or others instantly across space, arriving at a new location in an instant.
Transmutation (CON)
The ability to change the form or nature of an object, altering its properties or appearance with a thought.
A Final Word on Skills
With that, we draw the curtain on the Skills section. Your Hero's abilities, from the most mundane to the profoundly supernatural, are now within your grasp. These skills are not merely tools — they are the very essence of what your Hero can do, shaping every decision, action, and outcome. Master them, hone them, and let them guide your Hero through the world with precision and style.
For in Hero Builder, it is not just brute force that leads to victory, but the deft application of skill in every situation.
A Little Flair
Now that the substance of your Hero is in place, it's time to add some Flair. Flairs are those subtle enhancements that provide small, yet permanent benefits, the finishing touches to a well- rounded character. Every Hero receives their first Flair at level one. You'll notice that many Flairs offer a modest bonus in specific situations, while others simply apply the Base Character Bonus (BCB).
A word of caution: the BCB begins at +0 and increases only every other level, so at level 3, it remains a mere +1. Feel free to create your own Flairs, but remember — keep them minor. Small, yet impactful, like a dash of spice in a well-prepared dish.
Alertness
Your Hero gains +1 + BCB to initiative rolls, ensuring they're the first to act in a chaotic situation. Additionally, your Hero receives +2 + BCB to awareness checks, allowing them to spot hidden dangers or subtle movements others might miss. Whether scanning the battlefield or remaining vigilant during downtime, this Flair ensures your Hero is always one step ahead.
Back to Back
When standing back to back with an ally, both gain +1 + BCB to attack and armor. The bonus applies to both the Hero and their ally as long as they remain together. If both Heroes possess this Flair, the bonuses stack, ensuring they are stronger together, holding the line. It's teamwork at its finest, with backs literally covered.
Back to the Wall
When your Hero finds themselves with their back against a wall, they gain +1 + BCB to attack and armor, making them a formidable force. This defensive position grants not just physical protection but also the mental edge of having no vulnerabilities behind them. A cornered Hero is a dangerous one.
Burst Bonus
Adds +1 + BCB to all burst damage from area-of- effect attacks. Whether your Hero is throwing grenades, hurling Molotov cocktails, or using any explosive-type weapon, the destructive force increases. Perfect for those who thrive in chaos, leaving no stone unscorched.
Cat Reflexes
Your Hero's reflexes are as sharp as a cat's, granting them +2 + BCB to reflex defense. Whether dodging arrows, avoiding magical blasts, or slipping through a closing trap, this Flair ensures they remain untouchable when it matters most. Nimble and quick, they evade danger like it was never there.
Combat Reflexes
The ability to spend two action points at once, giving your Hero more flexibility in combat. This Flair is for those who need to act fast and decisively, allowing them to seize the moment and capitalize on opportunities that would pass others by. Two actions in one go, a deadly advantage in the heat of battle.
Dance with Giants
When fighting an enemy larger than your Hero — particularly an HMC — your Hero gains +1 + BCB to armor. This extra defense helps them stand toe-to- toe with giants, using agility and tactics to avoid heavy strikes from towering foes. They may be small, but they are by no means defenseless.
Diplomat
Adds +1 + BCB to all diplomacy checks when dealing with an HMC that has a negative CAMP Bonus with your Hero. This Flair gives your Hero the diplomatic edge needed to smooth things over, even in hostile situations, proving that a silver tongue can defuse tensions and open doors.
Dodge
Your Hero gains +2 + BCB to armor, making them more elusive and harder to hit. This Flair represents a natural ability to sidestep or duck incoming attacks, whether in combat or in fast-paced, dangerous situations.
Duel Wield
Your Hero becomes more adept at wielding two weapons simultaneously. Instead of rolling a d10 for the penalty when fighting with two weapons, you roll a d6. If this Flair is taken twice, the penalty die is eliminated entirely, allowing your Hero to unleash a relentless flurry of attacks.
Evasive Action
If your Hero successfully avoids a burst or blast attack due to their reflex defense, they may immediately move 2 five-foot spaces before the attack takes effect. If the Hero moves out of the affected area, they take no damage. This Flair ensures your Hero is always one step ahead, avoiding harm through sheer agility.
Feat of Strength
When your Hero finds themselves alone, they gain +1 + BCB to all strength-based checks. This Flair represents an extra reserve of strength when there's no one else to rely on, allowing your Hero to perform feats of raw power, whether it's lifting a heavy object or breaking through a barrier.
Final Rage
Allows your Hero to continue fighting down to -10 hit points, refusing to fall even when others would succumb. This Flair grants the Hero a final surge of strength, keeping them in the battle longer than expected, fueled by rage and determination.
Giant Hunter
Your Hero becomes more adept at battling larger enemies, gaining +1 + BCB to attack rolls against enemies bigger than themselves. Perfect for those who specialize in bringing down towering foes, whether beasts or titans.
Great Fortitude
Your Hero's physical endurance increases, granting +2 + BCB to fortitude defense. This Flair ensures they are more resistant to toxins, diseases, and other physical ailments that might slow them down.
Gunslinger
Your Hero gains +1 + BCB to all firearm-based attacks, making them more accurate and deadly with guns. Whether it's pistols, rifles, or any other ranged weapon, this Flair ensures they hit their mark.
Healer's Touch
Adds +1d4 + BCB to any healing power your Hero uses. This Flair increases the potency of their healing abilities, making them invaluable when it comes to keeping their allies in the fight.
Intellectus
Your Hero selects a Knowledge skill, and that skill gains +2 + BCB, reflecting their deep expertise in that area. This Flair represents a Hero's scholarly pursuits, ensuring they are the most knowledgeable in their chosen field.
Iron Will
Your Hero gains +2 + BCB to will defense, making them more resistant to mental manipulation, fear, and charm effects. With this Flair, they stand firm in the face of psychic and magical assaults that would break lesser minds.
Leadership
While adjacent to allies, your Hero grants them +1 + BCB to attack and skill checks, though this bonus does not affect damage rolls. This Flair makes your Hero a natural leader, inspiring those around them to perform better, even in the toughest situations.
Loyalty
When an ally's hit points drop below 0, your Hero gains +1 + BCB to all dice rolls until that ally is revived above 0 HP. This Flair reflects the deep bonds of trust and loyalty your Hero has with their companions, pushing them to perform better when their friends are in peril.
Lucky
Your Hero's BCB is added to all their defenses, on top of the regular BCB bonus. This Flair reflects a natural knack for avoiding danger, with luck seemingly always on their side.
Mana Tap
Allows your Hero to use their Free Action to roll up to 1 + BCB d20 for extra Power Points. Any unused Power Points by the end of the round deal that amount of damage to your Hero. This Flair is a double-edged sword — use the power wisely, or pay the price.
(Wo)Man's Best Friend
Your Hero can summon a loyal dog companion for free. The dog acts like a minion with defenses of 12 + BCB, providing a trusty ally in combat or exploration.
Power Caster
Your Hero can cast powers with a cost of 6 + (their level x 3) Power Points or less in one action but takes a -3 penalty to attack rolls and healing buffs for that power. This Flair reflects the Hero's ability to channel significant power quickly, though at a cost to precision.
Proficient
When your Hero's natural roll exceeds a preselected skill bonus, they gain +2 + BCB Skill Points instead of the usual 1. This Flair allows the Hero to accelerate their growth in a chosen skill, reflecting a natural proficiency that develops faster than usual.
Quick Draw
Your Hero can switch weapons as a free action, allowing them to remain fluid and adaptable in the heat of battle. There's no fumbling for the right tool, just quick, decisive action.
Quick Inspiration
Grants +1 + BCB to initiative for both your Hero and all allies while in your presence, ensuring that your Hero and their team are quick to act in any situation.
Quick Reload
Reloading a ranged weapon becomes a free action, allowing your Hero to maintain a relentless barrage of firepower without losing precious time.
Quick Thinking
Your Hero receives +2 + BCB to initiative, making them faster in reacting to threats and seizing the advantage in combat.
Renowned
Doubles the amount of CAMP your Hero earns with Hero Master Characters (HMCs), ensuring that their reputation grows quickly and widely.
Serious Fortitude
Allows your Hero to heal 1d10 + BCB with a Free Action, even if they are knocked down. This Flair ensures your Hero can recover from damage quickly, making them difficult to keep down.
Signature Power
Your Hero selects one power, and its Power Point cost is reduced by 1 + BCB. The designated power can be changed at level-ups, giving the Hero an edge in using their favorite ability more frequently.
Soft Spoken
Adds +2 + BCB to all Charisma-based skill checks when speaking to a target attracted to your Hero's gender. This Flair ensures your Hero's charm is irresistible to those who are drawn to them.
Spider Climb
Allows your Hero to climb up to 1 + BCB spaces as a free action. This Flair makes scaling walls or obstacles as easy as walking for your Hero.
Survivalist
Grants +1 + BCB to all outdoor-related skill checks, such as tracking, building a campfire, or navigating the wilderness. Your Hero is fully at home in the wilds, ready to survive whatever nature throws at them.
Thunder Punch
Adds an extra die to your Hero's unarmed attack damage. For example, a 2d4 punch becomes 3d4, making your Hero's fists a much more dangerous weapon.
Toughness
Increases your Hero's hit points by +5 + BCB, giving them extra durability in combat. This Flair represents a body hardened by experience, able to take more punishment.
Tree Roots
Knockback effects against your Hero are halved, rounded up, and if your Hero drops below 0 HP, they remain standing instead of falling prone. This Flair makes your Hero steadfast, rooted in place even when the situation grows dire.
Two Fates
Twice per day, your Hero can flip a coin instead of rolling 3d8. Heads counts as a natural 24, tails as a natural 3. This Flair offers your Hero a chance to gamble with fate, potentially achieving greatness — or disaster.
Weapon Mastery
Adds +1 + BCB to attacks made with a specific named weapon. This Flair allows your Hero to specialize, becoming a master of their chosen weapon.
Wrestler
Your Hero gains +2 + BCB to grapple checks, ensuring they are in control when locking horns with an opponent.
You Go First
Your Hero can swap initiative with an ally at the beginning of their turn, giving them tactical flexibility in combat and ensuring the right Hero acts at the right time.
Never Flawless
No Hero is flawless, and it would be tiresome if they were. A Flaw, in essence, is much like a Flair — only in reverse. It is a limitation, a weakness, something that shapes the Hero's journey and remains with them until the bitter or triumphant end. But don't be deceived into thinking a Flaw is solely detrimental. Flaws, my dear reader, are often the stepping stones to true greatness. They add depth, texture, and nuance to a character, pushing them to grow, to struggle, and to overcome.
At the time of creation, a Hero may take up to two Flaws. More, perhaps, if the Hero Master permits. After all, it is in the struggle with one's imperfections that true character is born.
Absent-Minded
You tend to forget things, particularly Knowledge- based skills. Take -1d6 to all Knowledge skill rolls, but when making Leap in Logic checks, gain +1d4 for those rare flashes of brilliance.
Addiction
You're hooked on something, and it's a constant distraction. If you don't feed your addiction every 1d3 hours, you suffer a -1d6 penalty to all rolls. But when your craving is satisfied, you get a temporary +1d4 boost to your rolls for the next 1d3 hours. Bliss, though fleeting.
Allergic
It seems there's something in the world that your body violently rejects. If you come into contact with this allergen, you take 1d8 damage every 1d3 minutes until it's removed. However, you gain +1d6 to tracking rolls involving this substance — nothing like fear to sharpen your senses.
Bad Sight
You've never been known for sharp vision. Take a - 1d6 penalty on all rolls that require your eyes. However, should you find eyewear that grants +3 to your Wisdom bonus but takes -1 from your Charisma, your bad sight is ignored.
Blind
Your Hero cannot see at all, suffering a -1d12 to all skill checks involving sight. On the bright side, you gain a +1d6 bonus to touch-based skill checks, navigating the world through your other senses.
Child
Whether you are a child or just look like one, nobody takes you seriously. Take a -1d6 penalty on all diplomacy rolls. The upside? You never gain negative CAMP with HMCs who have a soft spot for children.
Clumsy
You have a habit of knocking things over. Take a - 1d6 penalty to all Dexterity-based skill checks. However, your clumsiness comes with a hidden strength, granting you a +1d4 bonus to all Strength-based skill checks.
Confused
You rarely know what's going on, taking a -1d6 penalty on all Wisdom-based skill checks. If by some miracle you roll a natural 21 on a skill check, gain +BCB to the roll. Even the confused have their moments of clarity.
Dyslexia
Like the creators of Hero Builder, you struggle with reading. Take a -1d6 penalty to all skill checks that involve reading. Yet, this struggle sharpens your intuition, giving you +1d4 to all Wisdom-based skill checks.
Failure
You've faced failure, and it haunts you. Whenever you find yourself in a similar situation roll 1d4. If a 1 or 2, fear paralyzes you. 3 or 4, and you gain +2 + BCB to all rolls for one round, conquering your past.
Mute
Your Hero cannot speak, resulting in a -1d6 penalty to all skill checks requiring speech. On the flip side, this heightens your other senses, granting +1d4 to all hearing-based skill checks.
Nudist
You refuse to wear more than 50% of your available defense bonuses. If, for example, a level two Hero can wear up to +9 in defense, you can only wear +4. This lifestyle choice also makes you more vulnerable to the elements, resulting in a -1d6 penalty to Constitution-based skill checks in extreme weather, and a -1d8 penalty to Charisma-based skill checks with more formal or conservative groups. However, this freedom of movement grants +1d6 to Dexterity-based skill checks and +1d4 to Initiative rolls. Light on your feet, if not on propriety.
Overconfident
You believe you can take on anything, even foes well beyond your abilities. If you roll a natural 24, it counts as a 3. But should you roll a natural 3, it becomes a 24. Fortune favors the bold — or the foolhardy.
Phobia
You have a deep-seated fear of something. If you encounter it roll 1d4. 1 or 2 means you must flee. If 3 or 4, you gain +2 + BCB to all rolls for one round of combat, your fear turned into a moment of strength.
Short Fuse
You're quick to anger and Combat may begin, whether warranted or not. If you are able to control your temper, gain +1d6 to Bully skill checks. Sometimes anger is its own weapon.
Shy
You struggle with speaking to new people, resulting in a -1d12 penalty to all skill checks involving social interaction with strangers. Once you've earned a positive CAMP with an HMC, however, this shyness vanishes.
Soft-Hearted
Innocence pulls at your heartstrings, and if you encounter an innocent HMC in need, you must rush to their aid — even if it leads to your Hero's death. Should you save them, however, gain BCB in Hero Points. Kindness has its rewards.
Stench
Your Hero's smell is nothing short of offensive, causing a -1d12 penalty to all skill checks involving HMCs with functional noses. On the bright side, you gain +1d6 to all attacks against enemies with noses — they'll want to get away from you, fast.
Tortes
You have a nervous tic that gives you away, resulting in a -1d6 penalty to all skill checks involving hiding your identity. However, if the HMC has +5 CAMP with your Hero, your Tortes is ignored. Old friends don't care about your quirks.
Unskilled
You're not particularly good at much of anything, resulting in a -1d6 penalty to all skill checks. However, if a skill is trained, you gain +1d4 to that specific skill check. Even the unskilled can excel in their niche.
Fragile
Your body is prone to injury. You suffer +2 damage from all sources. However, your vulnerability has made you cautious, granting you +1 to Reflex Skill checks when avoiding traps or hazards.
Paranoid
You're constantly on edge, always suspicious of others. You take a -1d6 penalty to all social interactions, as trust is hard to come by. However, your paranoia sharpens your instincts, giving you +2 to Perception Skill checks when trying to detect hidden threats.
Inflexible
You struggle to adapt to new strategies or tactics. Changing plans mid-combat results in a -2 penalty to all rolls until your next turn. However, once a plan is set, you follow it with single-minded determination, giving you +1 to all rolls when you stick to your original course of action.
Slow Metabolism
You recover from injuries and fatigue at a slower rate than most. Healing effects on you are half as effective. However, you can endure longer periods without food or rest, granting you +2 to Constitution checks.
Heat or Cold Intolerance
Hot or Cold environments wear you down quickly. In temperatures above 90°F or below 30°F (or equivalent), take a -1d6 penalty to all rolls. However, in the opposing climate, you thrive, gaining +1 to Strength and Dexterity checks.
Pessimist
You tend to see the worst in every situation. Whenever a roll fails, your morale suffers, and you take a -1 to your next roll. However, when success seems unlikely and you roll a natural 24, you gain a +1 to all rolls for the next round — surprised by your own success.
Impulsive
You struggle with thinking before acting. You must act first in combat but suffer a -1d6 penalty to Rolls when making complex decisions under pressure. However, your quick reactions grant you +2 to Initiative rolls.
Tunnel Vision
You hyper-focus on a single task to the exclusion of everything else. When locked onto a target or goal, you take a -2 to Perception checks for anything not related to that task. However, your focus grants you +1 to rolls involving that singular task until it's completed.
Germaphobe
You have an intense fear of filth. If you come into contact with anything dirty or contaminated suffer a -2 penalty to all rolls until you're clean again. On the bright side, your vigilance toward hygiene gives you +2 to Medicine skill checks when treating infections or illnesses.
Blabbermouth
You tend to reveal more than you should in conversations. Take a -1d6 penalty to Bluff or Diplomacy rolls when trying to withhold information. However, your openness sometimes leads to unexpected connections, giving you +2 to Charisma rolls when meeting new HMCs.
Uncoordinated
You lack physical grace. Whenever you attempt to use multiple actions in a turn, take a -1d6 penalty to the second action. However, if you focus on a single action, you gain +1 to the roll, as you've learned to pour your energy into one task at a time.
Slow Learner
You struggle with learning new skills or absorbing complex concepts. Take a -1d6 penalty on any attempt to learn or improve a skill that you do not have a bonus in. However, once you have a +1 Bonus in something, gain +1d4 Mastery Points whenever you would gain just 1, as you tend to excel at what you already know well.
Heavy Sleeper
You sleep like the dead and are difficult to wake. In surprise situations or ambushes, you take a -2 penalty to all rolls until fully awake. However, you recover +1d6 more HP during extended rests due to your deep slumber.
Awkward Hands
You have trouble with delicate tasks that require precision. Take a -1d6 penalty to all dexterity Skill Checks. However, you gain a +1 bonus to damage when wielding heavy weapons, as brute force works better for you.
Fear of Heights
Being high above the ground terrifies you. Take a - 1d6 penalty to all actions while on elevated terrain or climbing. However, when you're on solid ground, gain +1d4 to Fortitude Defense when attacked, feeling more grounded and secure.
Panic Under Pressure
You freeze up when the stakes are high. Take a -1d6 penalty to any rolls made during a crisis (such as critical battles or life-threatening situations). However, gain +1d4 to Perception when preparing for such events in advance.
Overburdened
You tend to carry too much, making it harder for you to move swiftly. Take a -1d4 penalty to Initiative rolls when carrying more than half of your weight capacity. However, gain +1d6 to Strength checks when lifting or carrying heavy objects.
Indecisive
You struggle to make decisions quickly, taking a - 1d6 penalty to all rolls when trying to make tactical or life-altering choices. However, gain +1d4 to all rolls if you have an ally make a decision for you, benefiting from their certainty.
Crowded Mind
Your mind races with too many thoughts. Take a - 1d6 penalty on concentration-based tasks like casting spells or solving puzzles. However, in chaotic situations where multiple things happen at
once, gain +1d4 to your Reflex Defense When Attacked or reaction-based checks, as you can handle confusion well.
Fragile Ego
You don't handle criticism well. When insulted or berated by others, you take a -1d6 penalty to Charisma-based rolls. However, when praised or complimented, you gain +1d6 to Charisma-based rolls for one hour afterward.
Flat-Footed
Your balance is poor, and you're often caught off guard. Take a -1d6 penalty to rolls involving balance or being knocked prone, The Repel effect acts like the Kockback Effect. However, when you're braced or on steady footing, gain +1d4 to all Dexterity Checks.
Asthmatic
You struggle to breathe after exerting yourself, reducing your endurance. After using a Action Point for the next 1d4 rounds, taking -1 to all rolls.
Forgetful
You have trouble remembering crucial details. Whenever you attempt a Knowledge-based roll or try to recall specific information, take a -1d6 penalty. On the bright side, this has led you to rely on intuition; in situations requiring quick thinking, gain a +1d4 bonus to unplanned actions.
Overly Honest
Deception isn't your strong suit. Take a -1d6 penalty to all Bluff or Deception Skill Checks. However, your honesty has earned you a certain level of trustworthiness, granting +1d4 to Diplomacy Skill Checks when speaking openly.
Low Pain Tolerance
You struggle with enduring pain, making even minor injuries a challenge. Every time you take physical damage results in a -1d6 penalty to rolls until your next turn. However, you gain +1 + BCB to Initiative, as pain makes you hyper-aware of avoiding further harm.
Oblivious to Danger
Your sense of caution is sorely lacking, leading you to underestimate threats. When rolling for Perception to detect danger, take a -1d4 penalty. However, this carefree nature has its perks, granting +1d6 to Will Defense against fear effects.
Self-Doubting
You lack confidence in your abilities. Whenever attempting a skill or action you've previously failed, take a -1d6 penalty due to hesitation. But when someone encourages you, gain +1d4 to the roll, as their faith bolsters your resolve.
Night Owl
Your energy peaks at night, making daytime feel sluggish. During daylight hours, take a -1d4 penalty to all rolls. At night, however, you gain +1d4 to Perception and Stealth Skill Checks, moving with confidence under cover of darkness.
Soft-Spoken
Your voice lacks volume and presence, making it difficult to command attention. Take a -1d6 penalty to all rolls involving persuasion or intimidation. However, your understated presence grants you a +1d4 bonus to Stealth rolls in quiet situations.
Old Injury
An old wound flares up under stress. Whenever you make an intense physical action (like sprinting or
lifting), take a -1d6 penalty on Strength-based rolls for the next hour. However, your resilience gives you +1 to Fortitude Defense in non-combat situations.
Curiosity
You can't resist investigating the unknown, sometimes to your detriment. When faced with an unusual object or situation take a -1d4 penalty to Perception as you become distracted. On the upside, this habit grants +1d4 to Investigation-based rolls, as your curiosity sharpens your eye for detail.
Impatient
Waiting is not in your nature, and you prefer action over inaction. In any scenario where you must wait, take a -1d6 penalty to rolls until you can act. However, if you're the first to make a move in a given situation, you gain +1d4 to the roll, capitalizing on your head start.