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.
special rules and guidelines on how to realize these character types in the
HERO System
.
Breakfall (DEX Roll)
Climbing (DEX Roll)
Running +4m
Zone Bonus
Martial Arts
The Zone
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
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
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
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.
+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
Template
Spellcasting
1. Spellcasting Skill (3/2; EGO)
Spell Point Pool.
Magic Roll Penalty.
2. Spell Point Pool
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.
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
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 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
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
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)
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).
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
Jammer
Template
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.
1f Combat 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 2f Battle. Drain Sonic Attack 2d6, Sonic Powers (+1/2); 3 END 1f Move 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 2f Disrespect. 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 2f Lionize. 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 2f Shake ‘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 2f Fear. Drain PRE 3d6; Limited Range (PREx1m; -1/4); 3 END
Additional abilities:
Terrorize, Mindbender, Shut ‘Em Down.