Hero Builder · Core Rulebook
Combat
Welcome to the Fight
Congratulations, you've built a Hero to be reckoned with, armed and ready for battle. Now, it's time to put that prowess to the test in the thrilling arena of combat.
In Hero Builder, combat is turn-based and strategic, where each round is a finely tuned dance of tactics, skill, and the occasional stroke of luck. Combat kicks off with initiative: each combatant rolls 3d8, adding their Dexterity and Wisdom bonuses, along with any other modifiers. This happens at the start of each round, so any timed effects — like grenades — detonate at the end. This round-by-round initiative adds a dynamic flow, though you can stick to the first roll for simplicity, if you prefer.
Each round breaks down into two-second turns, with combatants acting from highest to lowest initiative. On their turn, a Hero can take two actions and one free action. Held actions are fair game, too — Heroes can unleash them any time after their turn, but any unused actions fade at the end of the round.
And so, with that, you enter the realm of combat & role-play. Choose each move carefully; the next action could be the difference between triumph and defeat.
ACTION POINTS
Every Hero possesses Action Points. They're a finite resource, with a maximum of eight, and can only be regained by resting for one in-game hour. An Action Point allows for one extra action during your turn, giving a Hero that extra edge when it's most needed. But versatility is where they truly shine. '
Spend an Action Point to:
| | Add an extra action to your turn. |
|---|---|
| | Boost an attack roll, bolster damage, or |
recover HP or PP — simply roll 2d12 and add the result to your initial roll, HP, or PP. Bear in mind, however, that only one Action Point may be used per combat round. It's about quality, not quantity, so choose your moment wisely.
HERO POINTS
Hero Points are the group's currency of recognition, awarded for stellar roleplay, a brilliant combat move, or solving a tricky puzzle unassisted. They're a mark of accomplishment and a way for the group to offer well-earned praise.
These points work like Action Points, but double their effect. If an Action Point offers one extra action, a Hero Point grants two, and so on. The Hero Master may also allow the group to vote on whether a Hero deserves a point for a particularly impressive act.
With a Hero Point, you're not just holding a point; you're holding the potential for something exceptional.
MASTER POINTS
The Master Point is the zenith of Hero Builder's reward system. Only the Hero Master can bestow it, and it's as close to a blank check as a Hero will ever get. A Master Point is a single, rules- free wish, within reason. It cannot: Increase a Hero's Power Matrix, nor Create additional Master Points.
The Hero Master holds absolute discretion over its distribution, and a wish that would diminish the game's enjoyment for the group can be vetoed. But when used well, a Master Point is the stuff of legends.
The Combat Cheat Sheet
| At the start of Combat, roll 3d8 + Dex. Bonus + Wis. Bonus + any other Modifiers for Initiative. Highest Initiative goes first. You have 2 Actions and 1 Free Action to spend on your turn, or even if it's not your turn you can use a Power with the Trigger effect and spend the required | allows for movement and an attack, all in one breath. Your Hero can move their standard movement distance and then make a basic weapon or unarmed attack. Beware, though: each step taken applies a -2 penalty to the attack roll. Sometimes, momentum has its cost. | |
|---|---|---|
| actions to engage them. | FULL POWER | |
| When your Hero wants to bring the heat, Full Power | ||
| If any Powers with the Duration Effect are still | is the way to go. It takes two actions but allows the | |
| ongoing then the power happens at the start of the | use of a power at its fullest potential. If a power | |
| round. Any Burst Items go off at the end of Combat. | involves damage or buffs, multiply the result by 1.5. | |
| For effects that add to a basic attack, such as x2 | ||
| damage, make the basic attack roll alongside the | ||
| Actions: | power for maximum impact. | |
| BASIC ATTACK This is the bread and butter of combat — one action, one strike. Your Hero can make a basic weapon or unarmed attack with a roll of 3d8 + Stat Bonus + Skill (Ability) Bonus. No frills, just a straightforward attempt to land a blow. (More Details on Page 71) | SMALL POWER For those moments when a quick burst of energy is needed, Small Power provides an efficient option. One action enables your Hero to activate powers that cost 3 + (Hero's Level x 3) or fewer Power Points. It's a way to channel strength without depleting reserves. | |
| ARMING / DRESSING | ||
| Changing tools on the fly is a critical skill. This | MOVEMENT | |
| action lets your Hero switch to a new weapon, | Moving with purpose requires only the heroes | |
| clothing, or armor or simply drop what they're | free action or one action, allowing your Hero to | |
| holding. One action is all it takes to reconfigure your | cover 2 spaces, or 10 feet. This movement increases | |
| Hero's loadout, preparing them for the next | by +1 space for every +1 Dexterity Bonus and +1 | |
| maneuver. | space for every +2 Constitution Bonus. Movement is | |
| about control and positioning, both of which are | ||
| essential in a fight. (More Details on Page 72) | ||
| RELOADING If your Hero is wielding a ranged weapon, they'll need to reload now and again. One action will suffice to load a gun, knock an arrow, or even palm a javelin. In ranged combat, reloading is as vital as the shot itself. | STAND READY An action for the patient, Stand Ready lets your Hero hold their ground with purpose. It's a free action or a held action — simply choose a target next to your Hero, and if they attempt to move, your Hero can make a basic attack with a +1d8 bonus "To | |
| SKILL CHECK | Hit". In the world of Hero Builder, sometimes the | |
| When you need to test a Hero's mettle — or their | best offense is a well-timed defense. | |
| skills — this action comes into play. It costs either | ||
| one free action or one action. Whether it's a | ||
| perception check to survey the battlefield or a | ||
| strength check to break a chain, a skill check brings | ||
| versatility to the fore. (More Details on Page 71) | ||
| 70 |
RUN AND ATTACK
For the Hero who refuses to stand still, this action
Basic Attack Roll
The cornerstone of every combat encounter is the attack roll. Start with the essentials: is your target within range? Close-range targets are adjacent, while ranged Powers typically reach 25 feet (6 spaces). If they're in range, roll 3d8 and add your bonuses: Strength Bonus, Level Bonus, and any other relevant modifiers. To succeed, your total must equal or exceed the target's defense. Example: A Level 2 Tank Hero attacks an enemy with 16 Armor. Bonuses: Level (+1), Strength (+4), Tank (+2), Sword Skill (+2). Total Attack Bonus: +9. To hit, the player must roll 7 or higher on 3d8. (7 + 9 = 16).
Cover & Shooting into Groups
Cover provides protection and raises defenses:
Soft Cover: Partial obstructions like shrubs, small pillars, or allies grant +3 to Armor. Heavy Cover: Larger barriers, such as boulders or walls, grant +6 to Armor. When firing into a group and missing the intended target, roll again to see if someone else is struck. Use a simple odds-or-evens roll to determine the unlucky recipient. Be warned: people are not reliable cover against area effects like fireballs.
Tactical Edge
A Tactical Edge occurs when circumstances favor the attacker, granting +1 to attacks and defenses against the affected combatant for a round. Examples include:
Suffering certain conditions like grappling or blindness. Flanked a opponent or opponents Stacking: If multiple conditions apply, the bonus increases. A second instance of Tactical Edge raises the bonus to +2.
Dual Wielding
Attacking with two weapons simultaneously comes at a cost: Roll for both attacks separately. Subtract 1d10 from each attack roll to account for the difficulty of wielding two weapons. Example: A Tank Hero dual-wielding swords rolls a 7 on the d10. To land an attack, their total roll must be 14 or higher.
Grappling
Grappling brings a visceral thrill to combat. It's more than an attack; it's a contest of strength and skill. It is also, I might say, considered a Basic Attack. Here are the steps to follow: Initiate the Grapple: Roll against the target's Reflex Defense. Success means the enemy is grabbed. Then Overpowering: Both combatants make opposed rolls to determine dominance. Factors include:
Size Bonus: +2 per size category. Strength Modifier Level Bonus Grappling Skills/Flairs The higher roll wins. Damage in Grapples: If the grappler overpowers their opponent, damage is automatic and uses whatever weapon the one doing the damage is using at the time.
Skill Checks
Skill Checks are as crucial outside combat as within. The mechanics are straightforward: roll 3d8 + Skill (Ability) Bonus. If the total exceeds the difficulty, you succeed. Skill Bonus just means the skills bonus while Skill (Ability) Bonus also includes the skills Ability Bonus. Difficulty: Set by the Hero Master, usually 13 but adjusted for complexity.
Opposing Skill Checks: In direct contests, such as deceiving a guard or spotting a hidden foe, both parties roll, and the higher result wins. Example: A Hero deceives a guard. Both roll 3d8 + Skill Bonuses. The higher roll determines success. Outside Combat: Skill checks take 1d6 - Ability Bonus minutes. A result of 0 or less defaults to one minute. Spending 10 minutes adds +1 to the roll. Immediate actions, such as combat-related checks, skip this time adjustment. Skill checks let you solve puzzles, navigate hazards, or finesse your way out of sticky situations. Use them wisely; they're as vital as any weapon in your arsenal.
Movement
In an Hero Builder, movement is more than just covering ground — it's about strategy, control, and seizing the upper hand. A well-timed move can spell the difference between a crushing defeat and a hard- fought victory. Here, we'll break down movement mechanics and expand on the nuances that bring dynamism to the battlefield. The Basics of Movement Movement requires either a free action or a standard action, depending on the context. A Hero typically moves 2 spaces (10 feet) with a basic movement action. However, Heroes aren't all built the same. Dexterity and Constitution play pivotal roles in adjusting a Hero's movement speed:
Dexterity Bonus: For every +1 Dexterity Bonus, a Hero gains an additional space of movement (5 feet). Quick reflexes and agility allow them to dart further and faster across the field. Constitution Bonus: For every +2 Constitution Bonus, a Hero gains an additional space of movement. Stamina and
endurance provide the strength for sustained motion. Example: A Hero with +2 Dexterity and +4 Constitution moves 5 spaces (25 feet) during their action: 2 spaces (base) +2 spaces from Dexterity Bonus +1 space from Constitution Bonus Difficult Terrain Not all ground is created equal. Moving through difficult terrain (mud, rubble, or dense vegetation) costs double movement for each space unless they make a Athletics Check. Strategic use of difficult terrain can funnel enemies or slow their advance. Vertical Movement Climbing, swimming, or flying introduces another dimension to movement:
Climbing typically costs 2 movement spaces per space climbed unless aided by climbing gear. A Strength or Acrobatics check may be required for steeper climbs. It is up to the Hero Master after all. Swimming requires a Strength or Athletics check for strong currents or combat swimming. Like climbing, it often costs double movement. Flying allows for unparalleled mobility, but it may come with restrictions, such as limited elevation gain per turn or environmental hazards like wind. There is also the hazard of trying to fly with large wings inside a narrow passage, just food for thought. Clash Zones and Escape Actions In Hero Builder, combat movement is a careful dance of proximity and risk. Moving too boldly can expose a Hero to reprisal, while retreating recklessly might leave them vulnerable. To navigate these dynamics, we introduce Clash Zones and Escape Actions.
Clash Zones When a Hero moves into an opponent's melee range, they enter that opponent's Clash Zone. A Clash Zone represents the immediate area of threat, where any sudden departure invites retaliation. If a Hero attempts to leave a Clash Zone without taking precautions, it provokes a Counter Strike. Counter Strike A Counter Strike occurs when a combatant within a Clash Zone attacks a Hero or creature attempting to move away. The attacker can use a Basic Attack Action without using an action, targeting the departing combatant. A successful hit deals damage as normal. Careless movement within a Clash Zone is a gamble, and it's not one to take lightly. Escape Actions To leave a Clash Zone without provoking a Counter Strike, a Hero must take an Escape Action. This uses one of their standard actions and represents a deliberate, defensive maneuver to retreat safely. An Escape Action is not simply turning tail — it's a tactical withdrawal, with the Hero focusing on avoiding retaliation while creating distance. Advanced Clash Mechanics Some abilities or conditions can affect how Clash Zones function: Expansive Reach: Certain creatures or weapons may extend their Clash Zone beyond adjacent spaces, creating a wider sphere of influence. Clash Immunity: Abilities or Powers may grant temporary immunity to Counter Strikes, allowing free movement through enemy zones. Forced Movement: If a Hero or creature is forcibly moved (pulled, pushed, or teleported) out of a Clash Zone, they do not provoke a Counter Strike unless the ability specifically states otherwise.
Movement Strategies in Combat Mastering movement isn't just about how far you can go — it's about where and when you move. Consider these strategies:
Positioning for Advantage: Flanking an enemy grants bonuses to attack rolls or damage. Coordinate with your allies to make the most of positioning. Zoning Enemies: Use your movement to block choke points or protect squishier allies from direct attacks. Forcing Movement: Abilities or environmental hazards that push or pull enemies can disrupt their strategies. Baiting Opportunity Attacks: Intentionally provoke attacks to lure enemies into traps or waste their reactions. Advanced Movement Abilities Some Heroes or creatures possess unique movement abilities that break the mold of standard mechanics: Teleportation: Allows instant relocation without provoking opportunity attacks. Distances and restrictions vary by ability. Burrowing: Move through solid ground. Use it to ambush or escape. Wall Running: Agile Heroes can traverse vertical surfaces temporarily, often requiring an Acrobatics check. Non-Combat Movement Out of combat, movement governs exploration, pursuit, and problem-solving. Whether navigating a dense forest or racing against a crumbling cavern, movement remains vital. For such scenarios, the Hero Master might require skill checks to determine success: Stealth for sneaking through enemy territory. Survival for navigating the wild. Athletics for long-distance travel or overcoming natural obstacles.