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Xcrawl Classes

Xcrawl classes describe the role each contestant plays. These are not restricted ability silos, and characters can cross-train however they like. However, announcers and fans will identify their favorite stars using these classes much like positions on a traditional sports team, especially the media. 

Full detail on the classes and their background can be found in the Maximum Crawl rules. Here you will find only the special rules and guidelines on how to realize these character types in the HERO System

Athlete

Physically perfected warrior with a lethal inside game. 

Template Cost: 28 points

Template

3    Breakfall (DEX Roll)
3    Climbing (DEX Roll)
4    Running +4m
3    Zone Bonus
15  Martial Arts

The Zone

An athlete that rolls a critical success (i.e., less than half of the target number) on an Agility Skill or Attack Roll is "In The Zone" until she fails a subsequent roll. Rolling additional crits while "In The Zone" increases the Zone bonus. 

Zone Bonus. +1 Overall (Bonuses Can Accumulate); Only On A Critical Success With Agility Or Attack Roll (-2), No Conscious Control (-2), Bonus Ends With Next Agility Or Attack Roll Failure (-1). Total Cost: 3 points. 

I Am The Champion Zone Bonus. +1 Overall (Bonuses Can Accumulate); No Conscious Control (-2), Only On A Natural Roll of 8- With Agility Or Attack Roll (-1), Bonus Ends With Next Agility Or Attack Roll Failure (-1). Total Cost: 4 points; Unlimited Class characters only. 

Martial Arts

Choose 15 Points of Maneuvers. Most athletes will rename these maneuvers as they develop their signature moves. 

 
Cost Maneuvers Phase OCV DCV Notes
4 Charge 1/2 +0 -2 STR +2d6 +v/10 Strike, FMove
5 Defensive Strike 1/2 +1 +3 STR Strike
5 Flying Dodge 1/2 +4 Dodge All Attacks, Abort; FMove
4 Legsweep 1/2 +2 -1 STR +1d6 Strike; Target Falls
4 Martial Block 1/2 +2 +2 Block, Abort
4 Martial Disarm 1/2 -1 +1 Disarm, +10 STR to Disarm
4 Martial Dodge 1/2 +5 Dodge, affects all attacks, Abort
4 Martial Escape var +0 +0 +15 STR versus Grabs
3 Martial Grab 1/2 -1 -1 Grab Two Limbs, +10 STR for holding on
3 Martial Strike 1/2 +0 +2 STR +2d6 Strike
3 Martial Throw 1/2 +0 +1 STR+v/10, Target Falls
5 Passing Strike 1/2 +1 +0 STR +v/10; FMove
4 Offensive Strike 1/2 -2 +1 STR +4d6 Strike
4 Reversal var -1 -2 STR +15 to Escape; Grab Two Limbs
3 Sacrifice Throw 1/2 +2 +1 STR; You Fall, Target Falls
3 Takedown 1/2 +1 +1 STR Strike, Target Falls
4 +1 DC: Increases the effect by +1 Damage Class or +5 STR
1 Weapon Element:  Allows use of Martial Arts with single weapon type

Characteristics & Movement

Athletes often buy characteristics and movement over the normal Characteristic Maxima (FHC p. 24). Any point expenditure greater than 6 requires constant training to maintain or those points return back to general character points. It takes roughly 1 week per character point in excess of the 6 point limit to train up, and then must train 2 extra hours per day (regardless of the number of points) with no more than a 3 day break between sessions or begin losing 1 point per day of further delay (which will take a week to recover). 

Example: Bob "Grab A Guy And Snap His Arm" Shultz is pushing his Strength training. He can maintain a STR of 23 (10 points to get to 20, 6 points to get to 23) with a regular exercise regimen. However, he wants to go beyond this to 25 which will require 4 more points and 4 more weeks of training, plus then he has to commit to an additional 2 hours of training per day to maintain his super-cut physique. 

Special Abilities

These abilities can be acquired during character creation and over the course of character development. 

Cheap Shot. Change Environment (-6 to CON Roll, Stunning); Increased Endurance Cost (x3 END; -1), Must Follow Grab (-1/2), CON Roll Penalty Limited To -1 per 1d6 Damage In The Grab And Non-Humanoids Resist At +2 (-1/2), Does Not Work Against Hardened Or Impenetrable Defenses (-1/4); 15 END. Total Cost: 15 points. 

Martial Training. Develop more martial maneuvers. Total Cost: varies. 

Mat Training. Offset OCV penalties (-2) using HTH maneuvers while prone. Total Cost: 4 points.

Feat Of Strength. +10 STR; Increased Endurance Cost (x5 END; -2), Only While Pushing (-1/2); 10 END. Total Cost: 3 points. 

Pole Vault. Leaping 10m; Leaping Adds To Height Only (Margin Of Success On Roll Equals Extra Meters Of Height (Max +5m); -1), Extra Time (Full Phase, Requires 6m run up to leap point (Half Move) and then leap (Half Move); -1/2), Requires DEX Or Acrobatics Roll -1 (-1/2), OIF ("Pole" Of Opportunity; -1/2); 1 END. Total Cost: 1 point.

Sleeper Hold. Drain STUN & END 3d6, STUN lost equals Roll; END lost equals 2.5xRoll, Expanded Effect (x2 Characteristics or Powers simultaneously) (+1/2); Attack Versus Alternate Defense (Life Support (Self-Contained Breathing); target holds his breath; target can't be choked; ; All Or Nothing; -1/2), Extra Time (Extra Phase, Only to Activate, Delayed Phase, -1/2), Must Follow Grab (-1/2), Must Maintain Grab (-1/2) 4 END. Total Cost: 15 points. 

Strong Climber. Clinging (normal STR) (Climbing rate = Running/2); Requires A Roll (Climbing Roll; hangs on unless failure is 4 or more; -1/4). Total Cost: 8 points. 

Conditioning

Conditioning. +5 REC; Training Dependent (-1/4); plus +25 END; Training Dependent (-1/4). Total Cost: 8 points. 

Improved Conditioning. +5 REC; Training Dependent (-1/4); plus +25 END; Training Dependent (-1/4); plus Cannot Be Stunned; Requires A Roll (CON Roll; -1/2), Training Dependent (-1/4). Total Cost: 17 points. DIV III characters only. 

Advanced Conditioning. +5 REC; Training Dependent (-1/4); plus +25 END; Training Dependent (-1/4); plus Cannot Be Stunned; Training Dependent (-1/4); plus LS  (Immunity: Nausea); Training Dependent (-1/4). Total Cost: 22 points. DIV II characters only. 

Greater Conditioning. +5 REC; Training Dependent (-1/4); plus +25 END; Training Dependent (-1/4); plus Cannot Be Stunned; Training Dependent (-1/4); plus LS  (Immunity: Nausea); Training Dependent (-1/4); plus Power Defense (9 points); Only Works Against Powers That Affect Physical Characteristics And Movement (-1/2), Training Dependent (-1/4). Total Cost: 27 points. DIV I characters only. 

Supreme Conditioning. +5 REC; Training Dependent (-1/4); plus +25 END; Training Dependent (-1/4); plus Cannot Be Stunned; Training Dependent (-1/4); plus LS  (Immunity: Nausea); Training Dependent (-1/4); plus Power Defense (9 points); Only Works Against Powers That Affect Physical Characteristics And Movement (-1/2), Training Dependent (-1/4); plus +10 EGO; Only For Breakout Rolls And To Resist Mental Effects (-1/2), Training Dependent (-1/4). Total Cost: 33 points. Unlimited Class characters only. 

Blaster

Arcane spellcasters with more than a few tricks up their sleeves.

Template Cost: 30 points plus Individual Spells

Template

3    Spellcasting Skill (EGO Roll)
7    Spell Point Pool (20 END)
15   Spellweaver Blast w/ Standard Blast
5    Arcane Sight (Adept)

Spellcasting

A blaster's spellcasting ability is based on force of personality, arcane intuition, strength of will, and carefully honed physical technique. Blasters have five core areas to develop.

1.  Spellcasting Skill (3/2; EGO)

This skill is only used to overcome Limitations or when casting a spell with an Intelligence Minimum greater than the character's INT. Additionally, this skill may be used for any tricky magical manipulations or spell stunts. A character must have a minimum roll of 11- to cast spells and have a Spell Point Pool

Anytime a Spellcasting Skill Roll is required for a spell there is a base penalty of -1 per 10 Active Points in the spell. If using the HSG, that is listed as the Magic Roll Penalty

2. Spell Point Pool

All blasters must cultivate a pool of eldritch energy to power spells and the existence of this energy is what separates a blaster from other characters. No blaster may have a Spell Point Pool greater than 5 * Total Character Points/50 (drop all fractions) * (Spellcasting Skill - 10). For example, a blaster built on 180 points with a skill of 14- can have a pool of: 5 * 180/50 * (14 - 10) = 5 * 3 * 4 = 60. 

Spell Point Pool. Endurance Reserve (20 END, 1* REC). *REC for the pool should not be adjusted and as a Campaign Rule is equal to the blaster's PRE per hour. Total Cost: 7 points; +4 END per 1 point.

Including the Increased END Limitation, spells have an END cost equal to Active Points/5. If using the HSG, double the listed END Cost in the spell description. 

3. Spellweaver Blast

All blasters must by the Spellweaver Blast multipower with the Standard Blast slot (Total Cost: 15 points initially). The blaster can spend XP to increase the multipower reserve or to acquire new techniques. The reserve can never be greater than (PRE*2+Total Character Points/10)

Spellweaver Blast never requires a Spellcasting Skill Roll. All END costs associated with Spellweaver Blast must come from the Spell Point Pool.

Spellweaver Blast. Multipower, 32-point reserve, all slots Increased Endurance Cost (x2 END; -1/2), Gestures (-1/4), Incantations (-1/4), Concentration (1/2 DCV; -1/4), Limited Range (EGOx1m; -1/4). Reserve Cost: 13 points.

Blasts, Rays, & Techniques can be combined by splitting the dice evenly (typically 1/2 Blast and 1/2 Technique). When combining techniques with Eldritch Barrier the Area of Effect of the technique matches that of the Eldritch Barrier. When combining with Eldritch Ray the Technique gains the increased range while losing the Area Of Effect advantage. 

Cost Blast Effect
2v Standard Blast. Blast 4d6, Area Of Effect (2m Radius; +1/4), Armor Piercing (+1/4); 6 END
2v Impact Blast. Blast 3d6, Area Of Effect (2m Radius; +1/4), Armor Piercing (+1/4), Double Knockback (+1/2); 6 END
2v Precision Blast. Blast 4d6, Area Of Effect (2m Radius; +1/4), Selective (+1/4); 6 END
2v Precision Impact Blast. Blast 3d6, Area Of Effect (2m Radius; +1/4), Selective (+1/4), Double Knockback (+1/2); 6 END
2v Eldritch Barrier. Blast 4d6, Area Of Effect Nonselective (16m Long, 4m Tall, 2m Wide Line; +1/4), Armor Piercing (+1/4); 6 END
2v Eldritch Ray. Blast 4d6, Alternate Combat Value (uses OMCV against DCV; +0), Armor Piercing (+1/4), Increased Range (EGOx5m; +1/4); 6 END
2v Blinding Technique. Sight Group Flash 5d6, Area Of Effect (2m Radius; +1/4); 6 END
2v Clarion Technique. Hearing Group Flash 8d6, Area Of Effect (2m Radius; +1/4); 6 END
2v Dazzle Technique. Drain OCV & PER 1 1/2d6, standard effect. -1 OCV & PER Roll, Area Of Effect (2m Radius; +1/4), Expanded Effect (x2 Characteristics or Powers simultaneously) (+1/2); 6 END

4. Arcane Sight

Arcane Sight is the ability of a blaster to perceive magic in the world around her. This sense is linked to his vision and thus a part of the Sight Group. As an additional restriction on spell casting, a blaster must be able to perceive magic to command it and the more powerful the effect the more clarity she must have in order to harness that power. Thus, the level of Arcane Sight defines the blaster's maximum Spellcasting Skill Roll. 

Adept. Detect. Since it is part of the Sight Group it has built in Sense, Range, and Targeting, but is affected by anything that can affect the blaster's normal sight (such as blidness, flash, etc.). Magical objects can be perceived in normal darkness (with standard vision penalties), but cannot be perceived through the Darkness power. Total Cost: 5 points; Spellcasting Skill 13-

Mage. Discriminatory. The blaster can now read the subtleties of the magic associated with an object, spell, or person and know its basic effects and how to activate them if these effects are triggered at will. Understanding an effect is at a penalty of -1 per 10 Active Points of effect, and the blaster may take Extra Time to analyze. Failure on analysis requires the object to be out of the blaster's sight for 24 hours so that any residual magic interference is eliminated before another attempt can be made. Alternately, a blaster can spend 5 minutes to spellburn 100gp and make another attempt. Total Cost: 10 points; Spellcasting Skill 15-.

Archmage. Analyze. The blaster can understand all of the powers flowing through an object or area and any tricks required to activate them, but not necessarily any secrets (e.g., the archmage would know that an item requires a specific keyword but not what that word is). Total Cost: 15 points; Spellcasting Skill 17-.

Magus. Partially Penetrative (through Darkness power and dead material construction, not through living rock or lead). Total Cost: 20 points; Spellcasting Skill 19-. 

Archmagus. Fully Penetrative (not through living rock or lead. Total Cost: 25 points; Spellcasting Skill 21-. 

Arcanist. Tracking. The blaster can follow a trail left by any magical creature or effect. Total Cost: 30 points; Spellcasting Skill no limit. 

5. Individual Spells

Blasters actually have access to an incredible array of spells, but it takes an incredible amount of focus to master a spell and to burn the spell pattern into the blaster's essence. The cost of the spell to the character is the Real Points of the spell power divided by 3 (i.e., Real Points/3). Changing a blaster's known spell pattern requires 20 minutes of training and focus per Real Point changed (not including the Cost Multiplier). For example, changing a spell with a Real Point cost of 17 would require 340 minutes of exercise, but the final cost to the character for the spell would be 5 points. 

Building Spells & Using The Hero System Grimoire

The HERO System Grimoire (HSG) makes some assumptions about how spells are built. Using the book as written therefore requires that we work with those specific spell builds and identify any variances as consistently as possible. All spells in Xcrawl have the following Limitations:
  • Increased Endurance Cost (x2 END; -1/2), and Costs Endurance (-1/4 to -1/2) where appropriate. 
  • Gestures (-1/4)
  • Incantations (-1/4)
  • Full Phase (-1/2) or Concentration (1/2 DCV; -1/4) & Requires A Roll (Spellcasting Roll)
Most spells in HSG have OAF, Requires A Roll, and Spell. When purchasing a spell, purchase the "Free Spell" version, and Ignore the Requires A Roll and Spell Limitations. If there is no "Free Spell" option, then the spell is already built without a Focus requirement (usually but not always). 

Overcoming Limitations

Blasters can overcome -1/4 of Limitations by succeeding on a Spellcasting Roll. Failing this roll means the spell also fails to take effect, and the blaster must spend END as normal. 

Blaster Complementary Skills

  • Combat Skill Levels can be purchased for spells: 
    • OCV w/ Single Spell (2 pts) 
    • All Spells (5 pts) 
    • Other skill levels (e.g., 8-point All Ranged or All HTH, 10-point All Attacks, and 12-point Overall) can apply where appropriate. 
    • CSLs can be allocated to the Spellcasting Roll if the spell is a combat spell 
  • KS: Arcana - knowledge of all things concerning magic, magical theory, and magical effects.
  • KS: Planes - knowledge of extra planar creatures such as demons, devils, elementals, and extra planar effects (e.g. teleportation, desolidification, etc.).
  • KS: Magical World - knowledge of who’s who, current events, and blaster society.

Brawler

Modern gladiators with an arsenal of techniques.

Jammer

A wizard of words fighting with the might of music. 

Template Cost: 26 Points

Template

3    Streetwise (PRE Roll)
20   Jammer Music w/ Combat Rock
3    Power: Peformance (PRE Roll; choose instrument or vocal styling; additional instrument/style costs 2 points)

Jammer Music

This is the core ability of the Jammer.  The reserve can never be greater than (PRE*2+Total Character Points/10)

Jammer Music. Multipower, 33-point reserve, all slots OAF Instrument is optional (+0); Extra Time (Half Phase To Change Slots; -1/4); all slots Gestures or Incantations (or optionally both) (-1/4), Target(s) Must Be Able To Hear Jammer (-1/4). Reserve Cost: 19 points.

Slots must be purchased in order. END Cost is from jammer's personal END. 

1fCombat Rock. Aid OCV, DC, plus PRE & EGO to Resist Fear/Intimidation Effects 2d6 (standard effect.+1 OCV, +1 DC, +6 PRE & EGO vs. Fear/Intimidate), Area Of Effect (8m Radius; +1/2), Selective (+1/4), Expanded Effect (x3 Characteristics or Powers simultaneously) (+1); One Use At A Time (-1); 3 END
2fBattle. Drain Sonic Attack 2d6, Sonic Powers (+1/2); 3 END
1fMove The Crowd. Aid Temporary Fame 1 point, Area Of Effect (8m Radius; +1/2), Delayed Return Rate (points return at the rate of 5 per Week; +2 1/2); Requires A Roll (Power.Peformance vs. Crowd; -1/2); 1 END
2fDisrespect. Change Environment (-1 DEX Roll and all Skill Rolls based on Characteristic, -1 EGO Roll and all Skill Rolls based on Characteristic, -1 INT Roll and all Skill Rolls based on Characteristic, -1 OCV, -1 OMCV, -1 PRE Roll and all Skill Rolls based on Characteristic, -1 STR Roll and all Skill Rolls based on Characteristic); Limited Range (PREx1m; -1/4); 3 END
2fLionize. Aid OCV, DC, plus PRE & EGO to Resist Fear/Intimidation Effects 2d6+1 (standard effect.+1 OCV, +1 DC, +7 PRE & EGO vs. Fear/Intimidate >> +2 OCV & DC, +13 PRE & EGO on Phase 2), Limited Range (PREx1m; +1/4), Expanded Effect (x3 Characteristics or Powers simultaneously) (+1); 3 END
2fShake 'Em Up. Change Environment (-1 DEX Roll and all Skill Rolls based on Characteristic, -1 EGO Roll and all Skill Rolls based on Characteristic, -1 INT Roll and all Skill Rolls based on Characteristic, -1 OCV, -1 OMCV, -1 PRE Roll and all Skill Rolls based on Characteristic, -1 STR Roll and all Skill Rolls based on Characteristic, Long-Lasting 1 Turn); Limited Range (PREx1mxTotal Points/100; -1/4); 3 END
2fFear. Drain PRE 3d6; Limited Range (PREx1m; -1/4); 3 END

Additional abilities: Terrorize, Mindbender, Shut 'Em Down. 

Ki Pool

A specialize martial art combining Wushu sword fighting with modern street brawling techniques. 

Messenger

Drawing on his divine bloodline, the Messenger has a direct line to Mount Olympus. 

Specialist

A stealthy warrior with skills to pay the bills. 

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