Hero Builder · Core Rulebook
Let's Play with Power
I Need More Power
In the Hero Builder system, your Hero's powers are as vast and varied as your imagination allows. Players can build, modify, and fine-tune their abilities to suit their Hero's style, making each power truly unique. However, with such freedom comes responsibility, and it falls to the Hero Master to ensure that creativity doesn't trample mechanics. Collaboration is key — work together to make sure these abilities both function and flourish within the framework.
Now, all powers require Power Points (PP) to fuel their potency. If your Hero can't meet the PP cost of a power, then, quite simply, they can't use it. Think of PP like the ink in your pen or the bullets in your revolver — essential for action.
A Hero's starting Power Points are calculated as 10 + Wisdom Base. For Godly Campaigns, Heroes start with a generous bonus of +20 PP at level one. Each time a Hero levels up, their PP pool increases by 5 + Wisdom Bonus (with negative bonuses counted as 0). In theory, power may feel limitless, but in practice, it's a game of points.
And just like Health Points (HP), your Hero's power is divided into Maximum PP and Current PP. Maximum PP represents the highest level of power your Hero can store at any time, while Current PP fluctuates as powers are used. No matter how grand the scheme, your Current PP can never exceed your Maximum PP. Use a power, subtract the cost — simple. When your Current PP hits zero, well, no more mystical fireworks until you recharge. Without Power Points, even the most formidable Hero is just another player in the game, waiting for their next surge of energy.
In short, wielding power wisely is the name of the game — an eye on the Maximum, a finger on the Current, and your Hero will never be left in the dark.
Slotted Power
Your Hero begins with two Power Slots at level 1, but the pool grows as they advance: +1 Power Slot at levels 3, 5, 8, 11, 14, and 17. These are the limits of what can be wielded at any given time — no exceptions.
New powers can be created as inspiration strikes, but let's observe decorum — no crafting during combat. If you're seeking more challenge, you may impose limits on when powers can be swapped, ensuring each decision carries the weight of consequence.
Power Builder
When constructing a Power for your Hero, four essential elements must be kept in mind. These pillars form the foundation of your Hero's abilities. Let's dissect it:
Skill Connection
Every Power must be linked to a specific Skill. Your Hero needs at least 10 Mastery Points in that Skill to use the Power. Expertise is essential — one must know what they're doing before wielding something truly formidable.
Power Matrix (PM)
The Power Matrix is your Hero's capacity to handle Power Points (PP) at one time. If your Hero's PM is 20, any Power costing 21 PP is beyond their reach. It's too much power for one mortal to handle. Keep your PP costs within the Matrix, and your Hero will stay in control. When it comes to your Hero's Power Matrix (PM) — the upper limit of Power Points (PP) they can handle at any one time — things vary depending on the type of game you're playing.
In Commoner and Heroic games, your level 1 Hero begins with a PM of 10. In a Godly game, they start at a more generous 20. Every time your Hero levels up, their PM increases by 5, so a level 5 Hero would boast a PM of 30. It's a straightforward progression — more experience, more power. But remember, your Hero's Power Points must always stay within their Power Matrix — if the cost of a power exceeds this limit, your Hero simply can't use it. Too much power, even for the best of them.
Targeting
Every Power needs a target — be it an enemy, a group, or a space. By default, your Hero can target the space they're standing in or any within 6 spaces of their position. Start counting from the Hero's feet. Want to reach farther? Spend 1 PP for each additional space beyond the default range. If you're feeling adventurous, make your Power Melee-only, limiting the target to your Hero's own space or adjacent ones. This comes with a benefit: the Power's cost is reduced by 6 PP (minimum cost of 1 PP), making that pricey 21 PP Power suddenly much more manageable at 15 PP.
Build Points (BP)
Crafting a Power involves spending 4 Build Points (BP). These points allow you to choose from different Effects — the heart of your Power. You can buy the same effect more than once. You have four categories to select from: Assault, Reinforcement, Munitions, and Strategy — together, they form your Power's ARMS (catchy, isn't it?). Each category comes with its own set of rules and advantages, so spend your points wisely.
In short, if you keep these principles in mind, you'll be building powers that not only suit your Hero but bend the world to their will.
To ARMS!
As I've mentioned before, you have a variety of Effects at your disposal to customize your powers, each with its own rules and subtleties. Below, you'll find the specifics laid out in a manner even the least tactically inclined could grasp.
Assault Effects
These are the brutes — your damage dealers, debuffers, and powers that generally make your target miserable. Powers with Assault Effects are designed to hurt, hinder, or force your target into unpleasant situations. To determine success, you'll need to roll a Skill Check (See Page:71) tied to the Power, with the defense you roll against depending on the nature of the effect:
Reflex: For those nimble enough to dodge or evade. Fortitude: For targets that might resist through sheer toughness. Will: For effects that mess with the mind or spirit. If your roll matches or exceeds the target's defense, congratulations — the Effect sticks. For instance, freezing someone solid might call for a roll against Fortitude: Vs. Fortitude > Deal 1d6 + Ice Mastery (INT) as Basic Damage (DMG). A chill they won't forget.
Reinforcement Effects
These are your healers and buffers, the balm in the chaos. Powers with Reinforcement Effects offer restorative boosts to your Hero or their allies. If the target is willing, the Effect takes place without delay.
However, should the target resist your helpful efforts (as strange as that sounds), follow
| separately for each attribute: 5 | Buff (Reinforcement Effect - 1 BP) Boost one specific attribute — whether it's Ability, To Hit, or Defense. You must buy this effect 9 14 | 20 |
|---|---|---|
| +2 | +3 +4 | +5 |
| Burst (BR) (Strategy Effect - 1 BP) Targets a square as the origin point, radiating outward to hit adjacent squares. Each layer adds 4 PP to the cost, and if you want the origin point affected, it adds 2 PP more. Write the effect as BR#, with # being the number of layers. If you want to be selective on who gets hit by this power, say it only harms enemies and your allies come out unscathed then add 4pp to the power. | ||
| N | See the chart below for an example of one layer. (O=Origin Point, E=Effect, N=No Effect) N | N |
| E | E | E |
| E | O | E |
| E | E | E |
| N | N | N |
the Assault rules, but roll against their Armor
Defense — it's akin to trying to heal someone who's
dodging you. Don't take it personally.
Munitions Effects
Munitions Effects rely on a weapon to
function. The weapon must have a Base Damage
value, as the Effect builds upon this foundation.
These Effects always follow the Assault rules, but
your roll will be against the target's Armor Defense
to penetrate their defenses and make that weapon
hit count.
Strategy Effects
Now, here's where it gets interesting.
Strategy Effects allow you to modify how your
Power works — expand its range, create minions, or
add a clever twist. These Effects don't merely follow
the routine; they add a layer of tactics that lets you
outwit and outmaneuver your enemies. A well-
placed Strategy Effect can turn the tide of battle, and
that's not something to overlook.
Basic Action (Strategy Effect - 1 BP)
This effect allows you to either take or give an
action to a Hero or HMC. If you're taking an action,
it follows the Assault Effect rules, and if you're
giving an action, it follows the Reinforcement Effect
rules. A combatant (whether it's you, an ally, or an
enemy) can receive a maximum of 2 extra actions in
a round, but you can never take away their last
action.
The cost for extra actions increases with each one:
First extra action adds 20 PP to the
Power's cost.
Second extra action adds 60 PP more,
making the total 80 PP for both actions.
Blinded (Assault Effect - 1 BP)
You can render your target blind, imposing
a -5 penalty to all actions except listening checks.
The blinded target may still move, but their
movement is halved. This effect adds 10 PP to the
Power's total cost.
Buff (Reinforcement Effect - 1 BP)
Boost one specific attribute — whether it's
Ability, To Hit, or Defense. You must buy this effect
separately for each attribute:
PP
Bonus
+1
+7
+8
Burst (BR) (Strategy Effect - 1 BP)
Targets a square as the origin point,
radiating outward to hit adjacent squares. Each
layer adds 4 PP to the cost, and if you want the
origin point affected, it adds 2 PP more. Write the
effect as BR#, with # being the number of layers.
If you want to be selective on who gets hit by this
power, say it only harms enemies and your allies
come out unscathed then add 4pp to the power.
See the chart below for an example of one layer.
(O=Origin Point, E=Effect, N=No Effect)
Chain (CH) (Strategy Effect - 1 BP)
| Chain (CH) (Strategy Effect - 1 BP) | |||
|---|---|---|---|
| from a point of origin, adding 2 PP for each remain in a continuous path. | The Chain effect expands a Power outward additional square. If you wish to change the Power's shape during combat, it adds an extra 6 PP and must stay in the PM. All connected squares must See the chart below for an example of 6 layers. (O=Origin Point, E=Effect, N=No Effect) | ||
| N | N | N | N |
| E | E | E | N |
| E | N | E | E |
| N N | N N | N N | N N |
| Charmed (Assault Effect - 1 BP) own allies, and grants combat advantage. | A charmed character cannot take hostile actions against the caster or allies, cannot buff their Movement is halved. This effect adds 10 PP to the | ||
| Confused (Assault Effect - 1 BP) Odds: Attack an opponent. Adds 10 PP to the Power's cost. | The target loses their free action. If attacking; |
The Chain effect expands a Power outward
from a point of origin, adding 2 PP for each
additional square. If you wish to change the Power's
shape during combat, it adds an extra 6 PP and
must stay in the PM. All connected squares must
remain in a continuous path.
Write the effect as CH#.
See the chart below for an example of 6 layers.
(O=Origin Point, E=Effect, N=No Effect)
Charmed (Assault Effect - 1 BP)
A charmed character cannot take hostile
actions against the caster or allies, cannot buff their
own allies, and grants combat advantage.
Movement is halved. This effect adds 10 PP to the
Power's cost.
Confused (Assault Effect - 1 BP)
The target loses their free action. If attacking;
roll a 1d4:
Evens: Attack an ally.
Odds: Attack an opponent.
Adds 10 PP to the Power's cost.
Damage Dice (Assault Effect - 1 BP)
Deals damage using Damage Dice. The PP
cost of a die is half the number of its sides, rounded
up. For example, a 1d20 adds 10 PP. You may roll
up to 4 + your level in damage dice, with each
additional die costing 1 PP less.
For example:
1d20 adds 10 PP.
2d20 adds 19 PP.
3d20 adds 28 PP.
Base Die Cost Table
Die
D4
D6
D8
D10
- D12 D20 D60 D100
PP
Dazed (Assault Effect - 1 BP)
A dazed character suffers a -1 penalty to all actions.
Adds 2 PP to the Power's cost.
Disarm (Assault Effect - 1 BP)
Forces the target to drop their weapon. The target
must use an action to retrieve it. Adds 6 PP to the
Power's cost.
Dominated (Assault Effect - 1 BP)
A dominated character becomes a puppet
under the caster's control — or their enemy's, for that
matter. The victim's actions, once their own, now
follow the whims of the controller. However, only
one action can be dominated per turn, ensuring the
power isn't absolute but still devastating.
This effect, with its inherent potency,
adds 20 PP to the Power's total cost. Keep in mind,
this isn't about forcing multiple moves; rather, it's
about asserting command over a single, decisive
action.
Duration (Strategy Effect - 1 BP)
Allows the Power to repeat over multiple rounds. Each additional round adds 2 PP to the Power's cost. You can write the effect as Duration X, Where X is the number of turns. For example, Duration 2 means the power lasts for 2 rounds.
After using a Power with a Duration effect, at the start of each following round, if the Duration is not yet finished (as in the case of Duration 2), the Power repeats itself automatically on the same target without using actions, but the Hero must still spend the Powers PP Cost. This continues until the Duration reaches its set limit or the user fails an Attack Roll.
In essence, the Power keeps hitting, provided it still applies to the same target and you pay its cost. This Effect must always be the powers first effect.
(Strategy Effect - 1 BP)
Converts all basic damage to a specific elemental type after this effect happens. Characters weak to the chosen type take 1 extra damage for every point dealt.
Available types include Fire, Cold, Force, Destruction, Lightning, Necrotic, Psychic, Poison, Radiance, Thunder, and Radiation. Adds 4 PP to the Power's cost. You can also make up your own type of damage.
Held (Assault Effect - 1 BP)
A held opponent finds their movement completely restricted — no stepping, no fleeing, no repositioning. While their legs may be bound, their hands and mind are not, allowing them to perform any action that doesn't involve movement.
This effect, with its immobilizing impact, adds 5 PP to the Power's cost.
(Reinforcement Effect - 1 BP)
Heals HP or PP using dice, at a cost of half the die's maximum sides rounded up. For example, a 1d20 adds 10 PP. You can roll up to 4 + your level dice, with each additional die costing 1 PP less. For example: 1d20 adds 10 PP. 2d20 adds 19 PP. 3d20 adds 28 PP. Base Die Cost Table
| Die | D4 | D6 | D8 | D10 | D12 | D20 | D60 | D100 |
|---|
PP
Knocked-Back (Assault Effect - 1 BP)
Forces the target to move backward. Adds 2 PP per space moved to the Power's cost. If the target hits an obstacle, they take 1d6 damage for each space they would have continued moving.
Life-Drain (Strategy Effect - 1 BP)
The Life Drain Effect allows its user to regain Hit Points equal to half the damage dealt, rounded down. For instance, if the user applies this effect and deals 15 damage to a target, they would recover 7 Hit Points. Simple, efficient, and deadly effective.
Minion (Strategy Effect - 1 BP)
A Minion is a Hero's tool, a crafted extension of their will and ingenuity. These companions act strictly using the Hero's actions, underscoring their role as controlled tools rather than independent agents. The Hero's strategy, preparation, and investment dictate the Minion's effectiveness.
Base Stats
Armor and Defenses: Starts with the Hero's Skill bonus plus an additional +5. Basic Attack: Uses the Hero's Skill bonus and deals 1d6 Base Damage. If the summoning Power includes effects such as Life-Drain or Burst, these apply to the Minion's attack. Hit Points: Base HP is 5 + the Hero's Skill bonus. Size: You can pick any size for the minion and the size bonus applies. Cannot be any bigger then Massive.
Enhancements
Heroes can customize their Minion's abilities, durability, or defenses during Power creation. Enhancements increase the Power's PP cost and can build either a versatile helper or a battlefield specialist. Resilience and Defense
+5 HP for 2 PP: Boost the Minion's durability. +1 to any Defense for 2 PP: Add a point to Armor, Fortitude, Reflex, or Will. Offensive Upgrades Enhanced Damage (3 PP per upgrade): Increase the base attack by +1d6 per upgrade. Special Attack (5 PP): Add a special effect, like Burst, Knockback, or Chain, to the Minion's attack.
Elite Minion (20pp in addition)
Marking a Minion as Elite makes it a true powerhouse, capable of significantly shifting the tide of battle. An Elite Minion gains:
Doubled HP: The Minion's total HP is multiplied by 2. Improved Defenses: +3 to all Defenses (Armor, Fortitude, Reflex, Will). Enhanced Attack: The Minion's attack is upgraded to 2d6 Base Damage, and it can make two basic attacks per turn if the Hero uses their actions accordingly.
A Flair: Choose one Flair for the Minion when creating the Power. Its BCB is the Heroes BCB. An Elite Minion isn't just an upgrade — it's a statement. It demands careful placement and strategy to maximize its potential.
Rules of Use
One or Many: A Hero may summon multiple standard Minions, each adding 5 PP to the Power's cost. Alternatively, a single Elite Minion can serve as a more potent option for those willing to invest. Action Dependency: Minions act only through the Hero's actions in combat. They require the Hero's attention and direction, reinforcing their role as tools, not autonomous beings. A Minion's power lies in the Hero's creativity and foresight. Whether a swarm of minor allies or a single Elite sentinel, Minions offer versatility and tactical depth to any encounter.
(Strategy Effect - 1 BP)
Movement Effects add a layer of agility to your Power, enabling your Hero to move with purpose — be it on foot, in the air, or through more imaginative means like teleportation or scaling walls. This type of effect is particularly useful for those who thrive on speed and positioning, such as attackers or duelists, keeping foes off-balance and guessing your next move.
Movement is measured in 5-foot spaces (or one square on a battle mat). Each space you add to a Hero's basic movement tacks on 1 PP to the Power's cost, no matter the mode of movement. Whether you're walking, flying, shadow-hopping, or even defying gravity, the cost remains the same.
Exotic Movement: If you're going for flair — like running up a wall — this effect allows for extraordinary methods of getting around without the need to add extra movement
spaces. Split Movement: You don't have to burn all your movement at once. For instance, if you've got 6 spaces of movement, you can split them between actions: Move 3 > Effect > Move 3 — keeping your Hero mobile throughout the Power's sequence. Movement and Triggers: Keep in mind, any Movement Effects will negate trigger-based effects that an enemy might attempt to use against your Hero — because when you're moving, you're harder to pin down.
Off Balance (Assault Effect - 1 BP)
A character who is off-balance takes a -1 penalty to all rolls until the end of the turn. Adds 2 PP to the Power's cost.
Petrified (Assault Effect - 1 BP)
Turns the target to stone. They cannot take actions or be harmed unless the attack can damage stone. If revived, they return with 1 HP. Adds 30 PP to the Power's cost.
Repelled (Assault Effect - 1 BP)
Similar to Knocked-Back, but without causing damage when the target hits an obstacle. Adds 1 PP per space moved to the Power's cost.
Rite Effect (Strategy Effect - 1 BP)
The Rite effect reduces a Power's cost by 6 PP for every action the Hero sacrifices. Keep in mind, the Rite must be completed before any other powers can be used. Write the effect as Rite#, where # is the number of actions sacrificed to finish the power. A key rule: this always goes first in the Power sequence and can never be combined with a Trigger effect. If there are other effects that demand the first position, they are placed after the Rite.
Slowed (Assault Effect - 1 BP)
The target moves at half speed rounded up. Adds 2 PP to the Power's cost.
Stunned (Assault Effect - 1 BP)
The Target of this effect is stunned and loses its free action. It can't move or speak but can perform other actions if the Hero Master allows it. Adds 10 PP to the Power's cost.
Swap (Strategy Effect - 1 BP)
The Swap effect grants a Hero the ability to exchange a stat or defense on their character sheet — or that of an enemy — triggered after an attack roll. For one round, you can switch like-to- like values: abilities for abilities, defenses for defenses.
Yes, it even applies to Power Points (PP) and Hit Points (HP) — just to keep things interesting. Here's an example: You might swap your Intelligence with your Dexterity for the round, or, if you're feeling bold, switch your foe's Will defense with their Armor defense.
Now for the mathematics of it all: The cost is 2 PP per pair of swapped values, plus the numbers themselves. Bonuses? They double the cost. For instance, swapping a +2 and a +3 would run you: 2 + ((2 + 3) x 2) = 12 PP. A fair trade, if you're the sort who likes to mix things up.
Target (Strategy Effect - 1 BP)
The Target effect broadens the scope of your Power, allowing it to hit more than one location, enemy, or ally, provided they're within range. Keep in mind, this effect doesn't stack — so once a target
is affected, it's off-limits for another round of the same Power.
Each additional target you wish to hit will add 4 PP to the Power's cost. Quite straightforward, but a touch of strategic brilliance if you're aiming to make an impact across the board.
Terrified (Assault Effect - 1 BP)
A terrified creature is paralyzed by fear, unable to lift a finger against the source of their terror. They may still act, but any hostile intent toward the one who frightens them is utterly stifled. This unnerving effect adds 10 PP to the Power's cost
(Munitions Effect - 1 BP)
This effect grants the Hero the ability to amplify their weapon's damage, multiplying the outcome of the base damage roll. The more devastating the strike, the heftier the price in Power Points. Double Weapon Damage: The result of the weapon's base damage roll is doubled, and Strength or other bonuses are added as usual after the doubling. This enhancement adds 10 PP to the Power's cost. Triple Weapon Damage: Further magnifies the damage, tripling the base roll. This increase adds 20 PP. Quadruple Weapon Damage: For even more devastation, quadrupling the damage comes at an additional 30 PP cost. Continue scaling the damage multiplier in increments of 10 PP per additional multiple.
Trap (Strategy Effect - 1 BP)
The Trap effect allows a Hero to lay a trap by setting a Power to be triggered at a later moment, or when an unsuspecting foe stumbles upon it. Once placed, the trap sits quietly until either activated or disarmed by a skill check (DC 13).
Disarm Difficulty: If you want to make the trap harder to disarm, you can increase the difficulty by 1 for every 2 additional Power Points (PP) added. Cost: Setting the trap initially Adds 6 PP. A crucial note: The Trap effect always comes first in the Power sequence. It cannot be combined with other effects like Duration or Trigger, ensuring the trap stands alone in its deadly patience.
Trigger Effect (Strategy Effect - 1 BP)
The Trigger effect gives your Power the ability to spring into action when a specific situation occurs, even if it's not your turn. Only one Power with a Trigger effect can be activated each round, and it must use a free action to do so.
Trigger Condition: The situation that activates the Power must be clearly defined. For example, "TR[When Attacked]" or "TR[Enemy Casts a Spell]." Cost: This effect adds 2 PP to the Power's total cost. The Trigger must always appear at the beginning of the Power sequence, setting the condition for when the Power will activate.
(Munitions Effect - 1 BP)
The True Times Weapon Damage effect multiplies the total damage, including all bonuses, not just the base weapon roll. Here's how it works:
Double Total Damage: The Hero rolls for damage, adds any bonuses (Strength, buffs, etc.), and then doubles the entire result. This adds 20 PP to the Power's cost.
Triple Total Damage: Adds 40 PP to the Power's cost, and it continues to increase by 20 PP for each additional multiplier (Quadruple, Quintuple, etc.). It's a high-risk, high-reward effect, packing a serious punch if you can afford the Power Points.
Weapons Buff (Strategy Effect - 1 BP)
You can add Damage Dice to a weapon, further amplifying its potency. The cost of each die is determined by halving the number of sides on the die, rounding up. For instance, a 1d20 adds 10 PP to the Power's cost.
The PP cost of a die is half the number of its sides, rounded up. For example, a 1d20 adds 10 PP. You may roll up to 4 + your level in damage dice, with each additional die costing 1 PP less. For example: 1d20 adds 10 PP. 2d20 adds 19 PP. 3d20 adds 28 PP. Base Die Cost Table
| Die | D4 | D6 | D8 | D10 | D12 | D20 | D60 | D100 |
|---|
PP
These bonus damage dice are always calculated after all other effects and bonuses have been applied, ensuring the damage piles on top of everything else.
Cause & Effect
Now that you've gathered your effects, it's time to arrange them into a proper sequence for your Power. All Powers flow from left to right, much like a well-executed plan. Effect 1 takes place first, followed by Effect 2, and so on. It's written like this: Effect 1 > Effect 2 > Effect 3 > Effect 4.
The order is yours to determine, unless an effect specifically demands being placed first — Trigger Effects, for instance, must always lead. Once
your Power is used, follow the sequence step by step until the Power is fully resolved.
For the sake of efficiency, when using multiple Assault Effects targeting the same defense, you can group them together. Instead of rolling separately for each, make a single roll. For example: Vs. Fort > 2d10 DMG and Vs. Fort > KB2 can be combined like this: Vs. Fort > 2d10 DMG + KB2.
Power Example: Blaze Blast
Concept: I shoot a blast of fire from my hand at my target. I've purchased the Damage Die Effect for 2d10 Burn Damage, the Burst Effect for one layer, and the Duration Effect. Now to arrange them properly.
Step 1: Duration must always be placed first, so it goes at the beginning: Duration 13/2 > Step 2: To hit multiple targets, I'll follow up with the Burst effect: Duration 13/2 > BR 2 > Step 3: Now comes the damage. Since this is an Assault Effect, we begin with the defense check and then apply the damage: Duration 13/2 > BR 2 > Vs. Fort. > 2d10 + Fire Magic (Int.) Skill [DMG] Now that the effects are arranged, you've got a complete, functioning Power. Simple, effective, and ready for use.
This is how you would write this Power:
Blaze Blast (16 PP)
Range: 6 Skill: Fire Magic (Int.) Skill Description: "Merlock lifts a single finger, and from its tip erupts a superheated ball of green fire, arcing through the air before exploding on impact in a brilliant flash." Effect: Duration 13/2 > BR 2 > Vs. Fort. > 2d10 + Fire Magic (Int.) Skill [Fire Damage]
A THOUGHT ON DEATH POWERS
"I disallow death powers in my game and would strongly suggest you do the same. By death powers, I refer to powers that deal instant death rather than
inflict hit point damage or a condition. No Power should be allowed if it would force a Hero,
HMC, or Enemy to permanently leave combat instantly, i.e., open a portal to nowhere under their
feet, and they are gone. If a player is allowed to make a death power and use it in battle, they could kill a huge, powerful boss in
one try. What's the point of designing an epic combat encounter if the players can win on one lucky throw? A Hero Master may then feel tempted to allow enemies to use death powers, but the idea is NOT to kill off characters. Such a Hero Master is the very
WORST sort to play under. It's not a competition between players and Hero Master. The Hero Master has godlike power in the game universe; the players cannot compete with that, nor should they have to. I eliminate these problems by disallowing such powers for both
players and enemies."
– Tym Thatcher