Hero Builder · Core Rulebook
The Armory
The Basics
In Hero Builder, your Hero's inventory plays a pivotal role — whether they're wielding artifacts of immense power or, perhaps, something as mundane as a chair. It's not about the grandeur of the object but rather how your Hero uses it, and that all begins with the inventory system.
Each 5-foot by 5-foot square can hold up to five items, so space is finite. The number of items a Hero can carry is determined by their Constitution Bonus. A Hero may wield or carry two items at a time and can carry an additional number of items equal to their Constitution Bonus. If the bonus is negative, it simply counts as zero. For example, if a Hero's Constitution Bonus is +2, they can carry two extra items.
The total Clothing/Armor Bonus a Hero can wear is limited to their level plus seven. In addition, all materials and money take up one slot.
Unless stated otherwise, all Heroes start with two Elite Grade Fists, which function as both Clothing/Armor. These fists come with two abilities: Fist (2 PP): Vs. Fort > 1d4 Damage. Hands: This power grants no direct bonus but allows for interaction and manipulation of objects as a basic function. The Bonus for these fists is +0, and their starting durability is 400. Durability can only be repaired with HP, at a 1:1 ratio — one point of HP for each point of durability.
Thus, every choice about what your Hero carries or wears can have a significant impact, not just on their abilities, but on their survival.
Got Some T.A.P.E.?
Got some T.A.P.E.? That's your shorthand for Traveler, Adventurer, Professional, and Elite — the four grades of material that matter most in Hero Builder. Whether it's a rough stone picked up by the side of the road or a sleek piece of carbon fiber, everything your Hero builds or wields comes down to the quality of its material. And in this game, quality isn't just a matter of aesthetics; it affects everything from attack rolls to skill checks. Here's the breakdown of material grades:
Traveler Grade
| | When your Hero finds Traveler |
|---|---|
| Grade material, roll 1d8. The result | |
| is how much material they acquire. | |
| | Each unit costs $1 USD. |
| | Traveler Grade doesn't provide any |
| bonuses but serves as a sturdy | |
| starting point for crafting. |
Adventurer Grade
| | When Adventurer Grade material is |
|---|---|
| found, roll 1d4 for the amount. | |
| | Each unit costs $2 USD. |
| | Items made from Adventurer Grade |
| material get a +1 bonus to attack, | |
| power, and skill rolls. |
Professional Grade
| | When Professional Grade material |
|---|---|
| is found, roll 1d2 to determine how | |
| much. | |
| | Each unit costs $4 USD. |
| | Items of this grade gain a +2 |
| bonus to attack, power, and skill | |
| rolls. |
Elite Grade
| | Elite Grade is the rarest material. |
|---|---|
| Only one is ever found at a time — | |
| no rolling required. | |
| | Each unit costs $8 USD. |
| | Items made from Elite Grade |
| material grant a +3 bonus to | |
| attack, power, and skill rolls. |
Pricing & Economics
All costs are based on USD as of 2020. If your campaign world operates on a different economic system, use an inflation calculator or your own method to adjust prices accordingly. For context, a bottle of water was $2 in 2020. The key here is consistency in pricing — whether you're trading in gold coins, galactic credits, or self-made currencies, keeping prices balanced ensures a fair economy for crafting. Hero Master Tip:
It's best to have your Heroes buy materials and craft their own items. This keeps their inventory focused and avoids the accumulation of junk items, allowing for more meaningful choices in what they create and carry. So next time you ask your Heroes, "Got some T.A.P.E.?" you'll know exactly what you're dealing with — and more importantly, so will they.
I'm Going on an Adventure!
When a Hero steps onto the stage of life for the first time, freshly created at Level 1, they are not sent into the world empty-handed. Instead, they receive a set amount of material — enough to craft their clothing, armor, weapons, and items. Anything they don't use becomes extra pocket cash, a useful little buffer for the unexpected. The skill involved in crafting these items can belong to the Hero, a Hired Helper for +1 in the skill for $2, or be left to the whim of the Hero Master. You can even forgo a crafting bonus altogether to speed things up.
Commoner Heroes begin with 30 Traveler Grade Material, Heroic Heroes with 50, and Godly Heroes with 100. Once the starting gear is fashioned from this material, the Hero rolls 2d30 to determine their starting cash, the leftover coin jingling in their pockets as they set off.
Now, if a new Hero joins an ongoing game at a higher level, no need to fret. Upon leveling up to match the rest of the group, they receive an
appropriate amount of material for each level and craft their gear accordingly, ensuring they're well- prepared to stand alongside their companions. Each Level after the 1st they get the following:
- Campaign
| Type | Traveler | Adventurer | Professional | Elite |
|---|---|---|---|---|
| Commoner | 7 | 4 | 1 | 1 |
| Heroic | 12 | 9 | 2 | 1 |
| Godly | 25 | 17 | 5 | 2 |
What's in an Item?
An item, as we'll see, is not just a weapon or a piece of armor or a knick-knack for decoration. It is a construct of deliberate design and purpose, fashioned from the materials a Hero gathers and wrought with specific qualities. There are five essential components to an item: Type, Subtype, Abilities, Powers, Grade Score, and Durability. Each of these parts contributes to the item's identity and effectiveness, and we'll dissect them one by one. However, before we get into the anatomy of item creation, let's discuss how you'll use the materials you've just acquired.
With a stash of raw material at your disposal, you're now ready to shape, hammer, enchant, or otherwise fashion the essentials of your Hero's equipment. Each piece you create draws from your available resources, and how you allocate those resources will define both your Hero's capabilities and your own creative flair. You might craft a solid piece of armor with high durability or a weapon brimming with destructive potential. And, as with all things in Hero Builder, you have the freedom to tailor these items to suit the unique style and role of your Hero.
In the pages ahead, we'll go over the crafting process in detail, from selecting your item type — be it a sword, a shield, a magical amulet, or an everyday frying pan — to assigning its Grade Score and enhancing its Durability. You'll find that crafting is more than just rolling a die and jotting
down numbers; it's about imbuing items with character, purpose, and a touch of the extraordinary.
So, roll up your sleeves. We're about to transform raw material into items that bear the hallmarks of your Hero's journey.
Just my Type
An item's Type determines its function in the hands of a Hero. There are three principal types: Weapons, Clothing/Armor, and Items. Each comes with a distinct set of rules dictating how it operates. Let's break them down:
Weapon Items
A Weapon's primary role is straightforward: deal damage. When a Hero successfully lands a blow, they deliver the Base Weapon Damage — the total amount of damage is determined by the weapon's dice potential, defined by its Grade. The upper limits of a Weapon's damage capacity are as follows:
Traveler (T): Maximum of 12 Adventurer (A): Maximum of 24 Professional (P): Maximum of 36 Elite (E): Maximum of 48 The Material Cost (m) of a Weapon is directly proportional to its damage potential. Weapons aren't just tools for damage; they're a reflection of the craftsmanship and resources poured into their creation.
Weapon Dice Limits
Weapons in Hero Builder draw their power from the dice that govern their damage potential. However, there are strict limits on which dice may be used, and pushing beyond those limits can be disastrous. Only five dice are available for selection when determining a weapon's Base Damage: d4, d6, d8, d10, and d12.
Choosing dice that exceed a weapon's maximum Base Damage — as dictated by its Grade — is a risky move. If the weapon's final damage calculation surpasses the limit set by its Grade, the weapon simply cannot handle it. It shatters, reverting back to the raw material it was crafted from, now useless in its current form.
In other words, a Traveler-grade weapon capped at 12 is constrained to no more than 1d12 (6m), while an Adventurer-grade weapon's limit of 24 might allow for 3d8 (12m) or 4d6 (12m) but would buckle under the strain of 5d6. Choose wisely, for even the strongest blade has its breaking point. Damage
| Die | 1d4 | 1d6 | 1d8 | 1d10 | 1d12 |
|---|
Material
| Cost | 2m | 3m | 4m | 5m | 6m |
|---|
Clothing/Armor Items
Clothing and Armor serve a different purpose — protecting the Hero from harm. They can bolster various Defenses, including Armor, Fortitude, Reflex, and even Will. However, protection has its price. The Material Cost increases by 2 for every additional point of Defense granted by the item.
A Hero may equip themselves with multiple pieces of clothing and armor, even if the bonus is +0, yet it's wise to consider the penalty that accompanies layering excessive protection. For every +2 beyond the initial +4 Defense bonus, your Hero suffers a -2 to one category of Skill Check.
To clarify: if Klamp wears a chest plate offering +4 to Armor and gauntlets that provide an additional +2, he's covered for a total of +6. This pushes him into a -2 Dexterity Skills penalty zone. Fortunately, higher Grades can offset these penalties: Adventurer (A): Negates -2 Professional (P): Negates -4 Elite (E): Negates -6
Moreover, a Hero can never don more total defense points from Clothing/Armor than their level +7. For example, a Level 5 Hero maxes out at +12 Defense points.
To streamline the crafting process, here are four tables outlining the Material cost for each Defense type, along with the penalties associated with wearing too much of a single Defense type.
Armor
| Defense | Penalty for | Material |
|---|---|---|
| Bonus | Excess Armor | Cost |
| +1 | 2m | |
| +2 | 4m | |
| +3 | 6m | |
| +4 | 8m | |
| +5 | -2 to Dex. Skills | 10m |
| +6 | -2 to Dex. Skills | 12m |
| +7 | -4 to Dex. Skills | 14m |
| +8 | -4 to Dex. Skills | 16m |
| +9 | -6 to Dex. Skills | 18m |
| +10 | -6 to Dex. Skills | 20m |
| +11 | -8 to Dex. Skills | 22m |
| +12 | -8 to Dex. Skills | 24m |
Fortitude
| Defense | Penalty for | Material |
|---|---|---|
| Bonus | Excess Fortitude | Cost |
| +1 | 2m | |
| +2 | 4m | |
| +3 | 6m | |
| +4 | 8m | |
| +5 | -2 to Cha. Skills | 10m |
| +6 | -2 to Cha. Skills | 12m |
| +7 | -4 to Cha. Skills | 14m |
| +8 | -4 to Cha. Skills | 16m |
| +9 | -6 to Cha. Skills | 18m |
| +10 | -6 to Cha. Skills | 20m |
| +11 | -8 to Cha. Skills | 22m |
| +12 | -8 to Cha. Skills | 24m |
Reflex
| Defense | Penalty for | Material |
|---|---|---|
| Bonus | Excess Reflex | Cost |
| +1 | 2m | |
| +2 | 4m | |
| +3 | 6m | |
| +4 | 8m | |
| +5 | -2 to Str. Skills | 10m |
| +6 | -2 to Str. Skills | 12m |
| +7 | -4 to Str. Skills | 14m |
| +8 | -4 to Str. Skills | 16m |
| +9 | -6 to Str. Skills | 18m |
| +10 | -6 to Str. Skills | 20m |
| +11 | -8 to Str. Skills | 22m |
| +12 | -8 to Str. Skills | 24m |
Will
| Defense | Penalty for | Material |
|---|---|---|
| Bonus | Excess Will | Cost |
| +1 | 2m | |
| +2 | 4m | |
| +3 | 6m | |
| +4 | 8m | |
| +5 | -2 to Int. Skills | 10m |
| +6 | -2 to Int. Skills | 12m |
| +7 | -4 to Int. Skills | 14m |
| +8 | -4 to Int. Skills | 16m |
| +9 | -6 to Int. Skills | 18m |
| +10 | -6 to Int. Skills | 20m |
| +11 | -8 to Int. Skills | 22m |
| +12 | -8 to Int. Skills | 24m |
Items
Now we come to Items — the catch-all category for everything that isn't a Weapon or Clothing/Armor. Items may not pack a punch like Weapons, nor defend like Armor, but they have their place. An Item grants a modest +1 to Armor when used in defense against an attack and deals 1d4 damage if wielded offensively. Consider the humble candlestick: effective in a pinch but unlikely to replace your Hero's blade.
Each Item costs 2 Materials, and while you can only use one Item to parry an attack, you're free to pile on multiple pieces of Armor for that extra bit of security. And there you have it — the fundamental Types of Items. In Hero Builder, your inventory isn't just a list; it's an arsenal of options, each choice reflecting your Hero's style and strategy.
Just my… Subtype?
Once you've selected the Type of Item to craft, it's time to narrow down its function further. The Item's Sub-Type serves to define how it operates, both in and out of combat. The five Item Sub-Types — Eternal Items, Quickly Made Items, Skill Use Items, Blast Items, and Ammo Items — each bring their own set of mechanics.
Eternal Items are sturdy and consistent. They take a single action to wield, but utilizing their powers requires two actions, whether in the heat of battle or during peaceful moments. What sets Eternal Items apart is their lasting nature — they remain usable until their Durability reaches zero. Even then, they're still repairable unless their Durability drops to a chilling -10. At that point, the item shatters completely, reducing every material used in its creation to irretrievable dust. An Eternal Item lives up to its name until that final break, embodying power, persistence, and, ultimately, peril when handled without care.
Quickly Made Items share much with Eternal Items: they're fast to activate, requiring only a single action to wield, with their powers taking two actions whether you're in or out of combat. However, they lack the enduring nature of their Eternal counterparts. When a Quickly Made Item's Durability hits zero, it shatters and is gone for good, leaving no trace of the materials that once held it together. Think of them as short-lived bursts of utility or power — effective, but fleeting.
Skill Use Items stand out for their versatility. When you activate one, it counts as a
Skill Action, opening the door to a range of possibilities for creative heroes. If you're looking to use the item's powers outside of combat, the PP cost converts to in-game minutes, indicating how long it takes to activate the power. But let me caution you: these items, much like the Quickly Made Items, are fragile. Once their Durability hits zero, they're gone, and unlike Eternal Items, there's no hope for repair or enhancement. Use them wisely, as they're as finite as they are flexible.
Blast Items are a breed unto themselves. Unlike other items, they require only one action to activate, but it's the power they carry that matters. Once you've used a Blast Item, a countdown begins. At the end of that round, the item's power detonates in its location, affecting everything within range. For every 100 points of Durability, the power gains an extra layer of the Burst Effect, even if there are already four other effects. This effect always leads the power's sequence, giving no quarter for discretion — it affects everything, including the origin point.
When the round ends and the power goes off, the item is destroyed — irrevocably so. There's no repairing it, no enhancing it, just a satisfying bang. In essence, this is how you bring a Molotov cocktail or a grenade into the fold. Handle with care, and know that it's a one-time thrill.
Ammo Items are built to deliver a swift punch. It takes one action to load your weapon with its full ammo capacity, and if this ammo carries a power, that power activates the moment the ammo finds its mark. Simple enough, but here's the catch — once the ammo hits, it's destroyed, dealing its damage instantaneously. There's no second chance, no retrieval, and no repair. It's a one-way ticket to inflict a bit of havoc, precisely as designed.
It takes time to make
When crafting an Item, your Hero must make a Skill Check against the total number of materials needed to make that item. For example, if Klamp is attempting to forge a hefty wrench he's
named Mongo and it requires 40 materials to complete, he would need to roll a total of 40 or higher on his Skill Check to finish the job.
Now, if he fails to reach that target in a single roll, all is not lost. He can continue attempting as many times as needed, adding the results of each subsequent roll to his previous totals until he reaches or exceeds the target number. For instance, if Klamp's initial roll yields a 20 and his next attempt a 15, he's sitting at a total of 35 — just five points shy of the goal. With another roll, he scores a 6, which brings his total to 41, successfully completing the wrench.
This cumulative approach allows for steady progress and ensures that your Hero's efforts are not in vain. Crafting isn't always quick, but persistence pays off — especially when you're building a tool or weapon that will serve you well in future challenges.
Here is how long it takes for each Item Subtype to craft:
| Eternal Items | 4d60 in-game Minutes Minus the heroes | |
|---|---|---|
| Skill (Ability) Bonus each attempt | ||
| Quickly Made | 1d60 in-game Minutes Minus the heroes | Skill (Ability) Bonus each attempt |
| Skill Use | 2d60 in-game Minutes Minus the heroes | Skill (Ability) Bonus each attempt |
| Blast | 3d60 in-game Minutes Minus the heroes | Skill (Ability) Bonus each attempt |
| Ammo | 1d60 in-game Minutes Minus the heroes | Skill (Ability) Bonus each attempt |
Abilities & Powers
Once the framework of your item is in place, it's time to give it some true character. Abilities and Powers are what transform a mundane object into a formidable tool, a reliable ally, or even a decisive edge in battle. In Hero Builder, each item can be enhanced with a unique blend of abilities — from Storage Slots to Movement and Reach — and powers that add substance, vitality, and function to your creation.
But proceed with care; each ability and power comes with its own material cost and may
sap durability over time. An item's grade, too, imposes limits on the total power it can contain. What follows is a detailed examination of these enhancements, allowing you to craft items that not only fit your Hero's needs but may also surprise, enchant, or intimidate. So, let's dive into the fine art of imbuing your items with their own brand of strength and finesse.
Storage Slot
Storage slots are the epitome of practical convenience, allowing an item to carry other items within itself without compromising its own durability. For each storage slot, the cost is 2m. Consider a backpack, fitted with 10 slots, capable of holding 10 items at a cost of 10m. However, here's the catch: for every 4 slots filled, the Hero's speed is reduced by 1 square, minus the Hero's Constitution bonus, down to a minimum movement of 1 square.
Now, should an item with storage slots find itself inside another item with storage slots, treat them as a single item for capacity purposes. Let's say your Hero has that same 10-slot backpack and fills it with 7 items — he'll lose 2 squares from his movement.
Item Movement
Items with this ability can move of their own accord, though how they do so is entirely for flavor. It costs 3m for every 6 squares (30 feet) of movement, allowing the item to navigate without Hero assistance. Remember, this movement is passive: no actions are required to activate it, nor does it wear down the item's durability.
However, it's worth noting that while the item can wander, it won't be carrying the Hero around; that would require a movement effect from a power.
Reach – Weapon Only
A weapon with the Reach ability gains the range to strike a target within a Burst 2 radius, so long as there's line-of-sight. This is a passive ability, and the item's durability is unaffected. Adding Reach costs a mere 2m, but this ability could mean the difference between victory and defeat in close- quarters combat. Observe, if you will: any Powers that require the designation "Melee Only" are limited to a 5m discount rather than the typical reduction.
Ranged – Weapon Only
The Ranged ability allows a weapon to target enemies multiple squares away, provided the Hero has line-of-sight. Like Reach, Ranged is passive, requiring no extra actions and leaving the weapon's durability unscathed. However, Ranged weapons are dependent on ammunition. Once the Ranged ability is applied, you'll name the ammo the weapon uses.
Say, for instance, a crossbow gains Ranged 6 (Ammo: Bolts); it can now target one foe up to 6 squares away when loaded with a Bolt. If that Bolt carries Powers, they'll be tacked onto the weapon's damage when it lands. Only the Ammo's Base Damage applies, along with any Powers it holds — you do not add the Weapon's Damage onto it. Each extra square of range costs 1m, enhancing your weapon's versatility in a skirmish. Also, Powers marked "Melee Only" are incompatible with this item.
Clip – Ranged Weapons Only
Weapons bearing the Clip ability are capable of holding additional ammunition before reloading. For each round of additional ammo, the cost is 1m. As with other abilities, Clip is passive, leaving the weapon's durability intact. It's a useful asset for those favoring sustained fire over frequent reloading.
Size – Clothing/Armor, Non-Wearable
When an item is endowed with Size, it's meant to be a fixture, something large and immovable, like a workshop or a colossal tool. This ability is passive, sparing the item's durability from wear. Size doesn't necessarily mean bulk alone — multiple size slots within one square only make the item denser, not larger. So, Size 2 in a single square is still Size 2.
The real advantage of Size is in reducing the cost of Powers the item provides. For each square it occupies, Size reduces the Power cost by 6m, down to a minimum of 1m. For instance, a bulky workshop taking up four squares will cut 24m from the Power's cost if it's normally 25m, reducing it to just 1m.
Creating an Item with Size costs 1m per square. Moving such a thing, however, is no small feat. It requires a Strength check, with the difficulty set at 13 + (2 per square). Let's say Klamp wants to shift a workshop occupying four squares — he's looking at a Strength check of 21: 13, plus 8 for the four squares.
Using an item like this in crafting or other actions doesn't drain its durability quickly. For instance, if Klamp uses his workshop to gain a +3 bonus on a crafting check, the item loses just 1 Durability. And should an action require more m than a single Hero can muster, they can join forces, pooling their m together to meet the Power's requirement.
Packing up or setting up an item of this magnitude also requires some mental fortitude — a Wisdom check against the same difficulty will get the job done.
Item Flair
Sometimes, an item deserves a little something extra — a Flair, as it were. An Item Flair enhances abilities, powers, or even skills with a quick Free Action. Each +1 of Flair costs 2m, with an added 1m for every point after the first. So,
should a Wizard want a staff to grant +4 to his Fire Ball, that little bonus will cost him 14m. This bit of Flair might be just the edge needed to turn the tide.
Powers
Let's give your item some real teeth, shall we? Powers aren't just the domain of Heroes; even the simplest of items can possess them. That bed you lie on could be an ordinary mattress, or it could feature folded sheets that not only let you rest but actually restore Power Points. Crafting a Power for an item is just as you would for any Hero — simply add the Power Point (PP) Cost to the item's Material Cost (m), and you're in business. Now, let's be clear: all Powers deplete the item's Durability. Every time a Power is used, the item loses a piece of itself, bit by bit. And a Hero can't wield a Power that exceeds their Power Matrix — a 20 PP Power is useless to a Hero stuck at 15 PM. As for an item's overall Power capacity, it's defined by its grade. An item can only carry a total PP from Powers up to the limits set by its grade. Here's how it breaks down: Traveler = Max of 30pp Adventurer = Max of 60pp Professional = Max of 90pp Elite = Max of 120pp
Hand – Armor/Clothing Only
Let's talk about hands, or perhaps the lack of them, first. For Heroes who find themselves short in the hand department, we have a remedy: the Hand Item Ability. Clothing or Armor equipped with Hand allows your Hero to make up for those missing appendages. These items function as if they were actual hands, enabling the Hero to hold and wield weapons with ease. This is a passive Ability — it requires no action and doesn't chip away at Durability. For the price of just 2 materials, you can fashion a hand where none existed before.
Now, if your Hero happens to be blessed with an excess of hands, that opens up some possibilities, albeit with limitations. More than two
hands means they can hold extra items, true, but each additional weapon used simultaneously comes at a cost. The dual-wield penalty applies for every extra hand that grips a weapon, stacking an additional -1d10 to the attack roll. Picture a Hero with four hands, each swinging a sword: a total penalty of -3d10. Quite an impressive sight, but one that requires finesse to wield effectively. Whether compensating for a lack or managing a surplus, the Hand Ability makes sure your Hero has options. Use it wisely.
Mobility – Armor/Clothing Only
This Item Ability allows any piece of Clothing or Armor to serve as legs, granting easy locomotion. Like Hand, Mobility is passive and doesn't draw down Durability. However, should the Hero employ more than two movement actions with such items in a single round of combat, the distance they've covered is subtracted from the item's Durability. To get your Hero moving with Mobility, it'll cost you 2m.
It's All About the Grade, Baby!
Now, let's assign that item a Grade and establish its Durability. These two are inseparable, determined by the quality of materials used and the skill of the craftsman. Each piece has its own Grade, but it's the most-used grade that dominates. For instance, if you employed two Adventurer-grade stones and one Professional-grade stone, the final result leans towards Adventurer Grade.
Here's how it works: Every item starts with a base Durability equal to the Hero's Skill Bonus. If your Hero boasts a +5, that's where you begin. However, if the final crafting roll involved a Power boost, that enhanced total becomes the base. So, if the last roll used a +5 Power, the starting Durability would be 10.
Then, we bring the materials into play. Each type adds its own Durability contribution to the base. Let's say you used three Professional-grade and two Traveler-grade materials.
Here's how we calculate: 3 Professional-grade = 300 Durability 2 Traveler-grade = 50 Durability Added to the Hero's skill-enhanced base of 10, this gives us a final Durability of 360. To simplify things, here's a breakdown of Durability by grade:
| Traveler | Adventurer | Professional | Elite |
|---|---|---|---|
| +25 per | +50 per | +75 per | +100 per |
| Material | Material | Material | Material |
Now, about Special-grade items. These are a cut above, reserved as rewards from the Hero Master. They aren't crafted by mere mortals; they're gifts for those who have earned them. Special-grade items follow the same rules but are extraordinary in every sense. With these calculations in place, your item will stand strong, fortified by the very best and ready to serve in whatever comes next.
I KNOW A GUY
Let's face it, there are times when your Hero may find themselves out of their depth. Maybe they're lacking the expertise or, heaven forbid, just can't be bothered. Enter the hired help. Finding a skilled craftsman to handle your item creation or repair needs comes at a cost, naturally. For every +1 in the hired worker's skill, you're looking at a price of $2 per roll. Adjust this figure accordingly if you're dealing with a different currency or economy. So, should you enlist a worker with a +6 skill bonus, that'll set you back $12 for a single roll. Tack on larger projects, and that price compounds accordingly, one roll at a time.
There's also the option of teamwork. Heroes can pool their efforts for a combined roll, achieving more together than they would separately. Picture it: Klamp and Lily both decide to tackle a project. By combining their rolls, they'll advance much faster than if they were toiling alone, each roll propelling them further along the path to success.
In the world of item creation and repair, it's often as much about who you know as what you know.
NOTHING LASTS FOREVER
Items, no matter how finely crafted, have a finite lifespan. Their Durability wears down with every use, much like the weary joints of a well- traveled man. For example, if Klamp uses his beloved wrench, Mongo, he'll subtract the Ability Bonus he employed from its Durability. Now, the precise amount deducted depends on the item's type and how it's used, so let's refer to the chart below for the details:
| Item Used | Durability Reduction |
|---|---|
| Subtract the Hero's Used Ability | |
| Weapon | Bonus. For negative Ability |
| (Attack Hit) | Bonuses, double, and then add. |
| 0 = 1. | |
| Armor/Clothing | Subtract the Used Defense |
| (Attack Miss) | Bonus multiplied by 10. |
| Item used as | |
| Deduct a flat 2 points. | |
| Armor/Weapon | |
| Item Power | Subtract the Power's full Power |
| (Used) | Point Cost. |
In a pinch, a Hero may decide to "TRASH" their item to gain that last burst of Power. In this desperate act, if the Hero lacks the Power Points necessary to use one of their own powers, they can multiply the cost by 2 and take that sum from the item's Durability. The item must visibly bear the brunt, worked into the power's execution, displaying clear evidence of the sacrifice.
Remember, everything has a breaking point, and how far you push an item determines how long it serves you.
TAKE CARE OF IT
Neglect is the quickest path to ruin, and in the case of your Hero's items, it's no different. Let them go too long without attention, and you'll soon find yourself holding a pile of junk. But all hope is not lost. A Hero can either perform maintenance on their cherished possessions or, if things have gone too far, they can repair them. Both options require a Skill Check, though the specifics differ. The Hero Master will dictate the skill appropriate for the job, and you'd do well to follow their lead.
Performing maintenance is the first line of defense. Here's how it works: the Hero makes a Skill Check roll, aiming to score higher than the damage sustained by the item (3d8 + Skill Bonus > Item Damage). Let's say, for instance, that a weapon has taken 20 points of damage. The Hero needs to roll above 20 to succeed. Should they pass, the item's Durability is fully restored. Fail, however, and they've added another point of damage instead. A wise Hero will take the time to maintain their equipment before it's in dire need. Oh, and don't forget — ten [In-Game] minutes spent gives a +1 bonus to the roll.
If maintenance isn't enough, there's always repair. Repairs call for a piece of the appropriate material and a Skill Check. Once the roll is complete, the Hero can restore the item's Durability, though never beyond its original maximum. The trick here is that you'll need matching materials. If the item was crafted with two Traveler-grade and three Adventurer-grade pieces, then only Adventurer materials will do for repairs. The Dominate material always dictates the Repair Cost. Special-grade items, by nature, require Elite materials. The amount the material repairs is the same as the Materials given durability. So Traveler Repairs 25 Damage, Adventurer Repairs 50, Professional Repairs 75 and Elite Repairs 100.
In short, treat your items well, and they'll return the favor. Neglect them, and you'll pay for it in more ways than one.
ZOOM IN, ENHANCE
Ah, the desire to refine, to upgrade, to perfect. Enhancing your Hero's gear — be it a weapon, a piece of armor, or an item — is a noble pursuit, indeed. Perhaps you want to add extra dice to a weapon's damage, bolster the defenses on a cloak, infuse an item with new abilities, or simply expand its max durability. Whatever your aim, it's all possible.
First, you'll need a skill roll, and naturally, the required materials. The same rules apply here as when initially crafting the item. The target for your roll? The total material count, which includes the enhancement. Let's say your item currently has a material requirement of 40, but the enhancement brings it up to 44. Your new target is 44, and so you'll make your attempt.
If, on the first roll, you fall short, that result is banked. You roll again, adding the new attempt to the previous total, inching closer to success. Be aware, however, that time is of no assistance here — you can't "spend time" to improve your odds. On the bright side, just like any other skill check, your fellow Heroes can join in, lending their own rolls to expedite the process. So gather your companions, put your skills to the test, and see just how far you can push that item beyond its limits.