Hero Builder · Core Rulebook

The Foundations

Of Mice and Men

Now, Hero Master, the stage is yours. Heroes act upon the world, but without a rich tapestry of laws, communities, and — most importantly — people, their actions become mere monologues. To create a story worth telling, your heroes need counterparts — those they'll talk to, fight with, or rally against. Let's begin with these characters, the ones you'll bring to life.

Now that's Campy

Hero Master Characters (HMCs) are the lifeblood of your world, and their relationships with Heroes evolve through Characters Active Memory Points (CAMP) — a system tracking how much an HMC likes or dislikes a Hero. How CAMP Works:

For every +10 CAMP, a Hero gains a +1 Bonus on all rolls involving that HMC (skills, attacks, negotiations, etc.). For every -10 CAMP, the Hero receives a -1 Penalty to those same rolls. However, when the HMC rolls against the Hero — whether in combat, skill checks, or opposed rolls — these bonuses are reversed.

A +1 Bonus to the Hero becomes a -1 Penalty against them. A -1 Penalty becomes a +1 Bonus. Likes and Dislikes Each HMC has five likes and five dislikes. These define what leaves an impression, for better or worse, during interactions. The Hero Master determines these preferences to create a rich and dynamic world. Likes: +2, +4, +6, +8, +10 CAMP Dislikes: -2, -4, -6, -8, -10 CAMP

Example: Klamp meets Ray, a bartender who loves milk. Klamp pays for Ray's drink, fulfilling Ray's smallest like (+2 CAMP). This bonus applies only once per interaction unless the Hero Master allows exceptions for significant actions.

Encourage Heroes to engage authentically, using rich roleplay as the driving force behind interactions rather than purely manipulating CAMP scores. The Foundations of Factions No one operates in isolation, and neither do your HMCs. Factions — groups, guilds, nations — shape the world and react to the Heroes' actions, for better or worse. Faction Mechanics: Faction Points: Each HMC contributes their CAMP score to their faction. For every +10 or -10 CAMP across all HMCs in a faction, the faction gains a +1 or -1 Bonus with the Hero. Reversed Bonuses: When a faction rolls against the Hero, bonuses are reversed, just like with individual HMCs. Example: Klamp befriends 10 members of "The Bar Flies," each with a +1 CAMP. This creates a +1 Faction Bonus with the Bar Flies. If Klamp meets a new member, they start with this +1 Bonus, and any existing CAMP with others in the faction compounds the effect. Nested factions stack bonuses, creating a layered system of influence: Maryland, Virginia, and Texas are smaller factions within the United States. Klamp's +10 Faction Bonus in both Maryland and Texas contributes a +1 Bonus to the U.S. faction. Interactions with Maryland residents, for instance, would stack a +10 Bonus from Maryland with a +1 Bonus from the U.S. faction. This layered system reflects the Hero's growing reputation and its ripple effects.

ROLEPLAY THE HMCs

HMCs are more than NPCs; they are vital to your story. Just as Heroes are brought to life by their players, HMCs demand the same attention from the Hero Master. Tips for Roleplaying HMCs: Consistency is Key: Track their likes, dislikes, and personality traits. Consistency ensures they feel real and relatable. React Authentically: Let their responses evolve naturally in reaction to Heroes' actions, enriching the story. Reversed Roles: When HMCs are in opposition to Heroes, remember to reverse CAMP bonuses and penalties to keep interactions dynamic. Add Nuance: Avoid stereotypes. Well-rounded characters with quirks and depth are more engaging. Your HMCs are essential co-stars in the tale you're telling. Play them with care and the world will come alive.

What's in an Encounter?

Encounters are the bread and butter of Hero Builder, the moments where Heroes step up and face the trials set before them. Be it a skirmish with bandits, negotiating a truce, or navigating a crumbling bridge, each encounter tests their mettle. But, dear Hero Master, orchestrating these trials is your charge. To balance challenge with fairness, you'll rely on two key metrics: the Heroes Encounter Matrix (HEM) and the Encounter Point Cost (EPC). Heroes Encounter Matrix (HEM)

The HEM is the sum of the party's strength. It's a simple calculation: add up the Power Matrixes (PMs) of all the Heroes in the group. This number represents the upper limit of what they can reasonably face.

Example: Klamp and Lily, both Level 2 Heroes, each have a PM of 15. Their combined HEM is 30. Think of the HEM as your canvas. Every element of an encounter must fit within its bounds — or exceed them, if you're crafting something particularly bold. Encounter Point Cost (EPC)

The EPC measures the difficulty of each piece of the encounter. Whether it's a perilous Skill Check or a battle against Hostile HMCs, each component adds to the overall EPC of the encounter. Match this total against the HEM to determine the encounter's intensity:

Normal Encounter: EPC equals the HEM (1×HEM). Epic Encounter: EPC is double the HEM (2×HEM). Legendary Encounter: EPC is triple the HEM (3×HEM). Example: If Klamp and Lily's HEM is 30, then: A Normal Encounter has an EPC of 30. An Epic Encounter has an EPC of 60. A Legendary Encounter has an EPC of 90. The EPC sets the stakes. Do you want a routine challenge, a nail-biting showdown, or the kind of moment they'll write songs about?

Encounter Builder

Encounters are crafted from two primary elements: Skill Checks and Hostile HMCs. In this section we will go over them and how to make such thrilling encounters for your heroes. So buckle up and get ready to build!

Skill Checks in Encounters Skill Checks test Heroes' abilities to interact with their world. A slippery ledge, a suspicious noble, or a puzzling riddle all demand that your Heroes prove their worth. Calculating EPC for Skill Checks: Difficulty starts at 13. For every +1 above 13, add 1 EPC to the encounter. Example: Klamp attempts to leap a chasm with a required Acrobatics check of 20. The EPC for this check is 7 (20 - 13 = 7). Even a simple jump adds tension to the encounter. HMCs: Psyche and Determination Not every obstacle is a physical one. HMCs have Psyche and Determination scores, which determine their resistance to persuasion or manipulation.

Psyche: Represents the HMC's mental or emotional resilience.

For every +1 above 13, add 1 EPC
to the encounter.

Determination: Indicates how many successful rolls are required to overcome the Psyche.

Each additional roll increases the
EPC by 5.

Example: Lily wants to persuade a guard to step aside. The guard has a Psyche of 17 and a Determination of 3. Psyche EPC: 17 - 13 = 4 Determination EPC: 2 additional rolls × 5 = 10 Total EPC for the Guard: 4 + 10 = 14. Lily must roll 17 or higher three times to succeed. Consequences: Each failed roll decreases the guard's CAMP with Lily by -2 per roll. Reward: Each successful roll increases the guard's CAMP with Lily by +2 per roll.

She Needs to Go Down

When words fail and battle becomes inevitable, it's time to understand how Hero Master Characters (HMCs) function in combat. Each HMC is an individual force within the encounter, contributing to the overall challenge. Their combined Encounter Point Cost (EPC) shapes the encounter's difficulty and must be balanced against the Heroes Encounter Matrix (HEM).

HMCs are played just like Heroes, with two actions and one free action per turn. Now let's break down their combat mechanics. Hit Points (HP) HMCs begin with 5 HP, which increases as follows: +5 HP = +1 EPC. Example: An HMC with 30 HP contributes 5 EPC to the encounter. When an HMC drops below 10% of its starting HP, it must make a Skill Check to decide whether to stay in the fight. Roll against its Psyche:

Fail: The HMC will retreat or surrender, using all actions to leave combat. Pass: The HMC continues fighting. The Hero Master decides whether the HMC runs or gives up based on its personality and situation. Defenses HMCs have the same defenses as Heroes: Armor, Fortitude, Reflex, and Will. All defenses start at 12. +1 to a defense = +1 EPC. -1 below 12 = -1 EPC. Example: An HMC with Will Defense 8 reduces its EPC by 4. It's wise to give every HMC a weak spot. A well- rounded foe may be balanced, but a vulnerable one

is more engaging. Note that terrain-based defenses, such as barricades, follow the same rules. Abilities An HMC's ability scores influence their performance in combat: Commoner Tier: Abilities start at 10. Heroic Tier: Abilities start at 14. Godly Tier: Abilities start at 16. EPC Impact: +1 Ability = +1 EPC. -1 Ability = -1 EPC. Initiative and movement are calculated like Heroes, but HMCs do not gain Constitution-based movement bonuses. Damage

HMCs deal 1d4 base damage unless using a weapon created with the Armory Rules (Chapter 5).

Weapon: The weapon's material cost is added to the EPC. Damage Bonus: For every +1 Damage Bonus, add +2 EPC. Guidance: Ensure that weapon damage doesn't exceed the HP of the Hero with the lowest health. One-shot kills are no fun — unless your table enjoys that sort of challenge. Powers HMCs can wield powers just like Heroes, but they lack Power Points (PP) and Power Matrix (PM) restrictions. To maintain balance: Use escalation dice to time power usage. Choose a die (e.g., 1d4 for small powers, 1d6 for large powers). Start at the die's highest value and decrement each turn. When the die reaches 1, the HMC uses the power, and the die resets.

Example: An HMC uses a powerful ability on Turn 1, resetting the 1d6 die. On Turn 7, they use the ability again. EPC Calculation: Powers contribute EPC equal to their PP cost. If using escalation dice, reduce the encounter's EPC by the die's highest number. Tip: Start with a large power on the first turn to intimidate the Heroes, but use restraint for subsequent turns. Skills HMCs may rely on skills to bolster their combat tactics or enhance their role in the encounter. +1 Skill Bonus = +1 EPC. Example: If an HMC has a +4 Skill Bonus to Athletics, the EPC increases by 4. Balancing the Encounter By carefully crafting each HMC's stats, abilities, and behaviors, you can create dynamic, balanced encounters. Remember: Calculate EPC per HMC. Combine all HMC EPCs to determine the encounter's total EPC. Match the encounter's EPC to the desired difficulty (Normal, Epic, or Legendary). Adjusting EPC with Hero Defenses Encounters must challenge the Heroes without being overwhelming. To balance the scales, subtract the highest Hero defense (including bonuses from equipment) from each Hostile HMC's EPC. Example: A guard has an initial EPC of 43. Klamp's highest defense is 19 (armor) + 4 (jacket bonus) = 23. Adjusted Guard EPC: 43 - 23 = 20. This adjustment ensures encounters are proportional to the Heroes' capabilities while maintaining the challenge.

When done right, your HMCs won't just be obstacles — they'll be memorable adversaries or monsters who enrich the story.

Putting it Together

Encounters in Hero Builder rest upon two pillars: the Heroes Encounter Matrix (HEM) and the cumulative Encounter Point Costs (EPC). These metrics dictate the challenge level of an encounter, ensuring the Heroes face obstacles that are fair yet demanding. EPC and HEM: The Foundations of Challenge

HEM is the combined total of all Heroes' Power Matrixes (PMs), representing the group's collective strength. The EPC measures the difficulty of individual elements — Hostile HMCs, skill checks, environmental challenges — and their total defines the encounter's overall challenge level. Example: Calculating EPC for an Encounter Two guards have EPCs of 20 each. A locked door adds an EPC of 4. Total Encounter EPC: 20 + 20 + 4 = 44. Compare this EPC to the Heroes' HEM to determine the encounter's type: If Klamp and Lily have a HEM of 30, this encounter qualifies as Epic (HEM × 2 = 60; the EPC of 44 fits between HEM × 1 and HEM × 2). Encounter Resolution Success or failure hinges on the Heroes' actions. The Hero Master (HM) determines the outcome based on how the Heroes tackle the encounter: Success: Talking their way past the guards, knocking them out, or unlocking the door are all valid resolutions.

Failure: Retreating from the guards, failing to open the door, or abandoning the objective are considered failures. Even in failure, there's room for growth — Heroes learn from their missteps. Learning from Encounters Every encounter, win or lose, earns Heroes Experience Points (EXP) to help them grow stronger. The EXP Formula accounts for the encounter's difficulty (EPC) and the game's pace:

EXP = (EPC × 5) × Speed Modiϐier

Number of Heroes Slow Game: Divide EXP by 2 (round up). Normal Game: Use EXP as calculated. Fast Game: Multiply EXP by 2. Success Example: If Klamp and Lily succeed in an encounter with EPC = 44. Base EXP = 44×5=220 Normal Game: No multiplier (220). Divide among Heroes: 220÷2=110 EXP per Hero Failure Example: Even failure earns EXP, albeit less: Half the EXP from success: 220÷2=110 Divide among Heroes: 110÷2=55 EXP

Health, Power, & Entropy

As you sift through this tome of Hero Builder wisdom, an inevitable question emerges: how exactly does one restore Hit Points (HP) and Power Points (PP)? This is a matter of collective decision-making for your group, depending on your preferred level of challenge and bookkeeping. Below are options for recovery rules, alongside durability and entropy mechanics, each tailored to match the difficulty and depth your group desires. Remember, Heroes can always choose harder rules for themselves if they're feeling bold.

Hit Point and Power Point Recovery Choose how quickly Heroes regain their vitality and energy after a grueling encounter. These options range from the divine to the grittily realistic:

Instant (Recommended) After combat, all HP and PP are fully restored. No fuss, no muss. Godly After combat, Heroes recover 10 HP and PP per in-game minute. Heroic After combat, Heroes recover 5 HP and PP per in-game minute. Commoner

After combat, Heroes recover 1 HP and PP
per in-game minute.
Real

Recovery is tied exclusively to items. No automatic restoration — use your resources wisely. Durability Rules Durability governs the wear and tear on a Hero's equipment. Choose how much attention you want to pay to this mechanic:

Standard (Recommended) Use the durability rules as written in this book. No Durability Forget item durability altogether. Instead, items draw directly from the Hero's Power Points (PP). Keep in mind, an item's total powers cannot exceed the Hero's Power Matrix (PM).

Entropy For the truly daring, entropy introduces the inevitable decay of items over time. This mechanic adds tension, resource management, and strategic planning to the game. Be warned — this is not for the faint of heart.

No Entropy (Recommended)

Items do not degrade over time.
Straightforward and hassle-free.

The Universe Sees

Every 8 in-game hours, all items
lose 4 durability points.
Repair: Takes 5 in-game minutes to
repair all entropy damage for a
single item.

The Universe Knows

Every 8 in-game hours, all items
lose 8 durability points.
Repair: Takes 10 in-game minutes
per item to fix all entropy damage.

The Universe Devourers

Every 8 in-game hours, all items
lose 16 durability points.
Repair: Takes 15 in-game minutes
to restore 16 durability points.
Repair times stack for multiple
items.

Pro Tip: Entropy damage does not destroy items outright but renders them unusable until repaired. If you're an experienced player looking for a challenge, embrace entropy and let the universe slowly devour your equipment — but only if you dare.