<< Characteristics Grimoire >>
Ability Sets are the Perks, Talents, Skills, and Powers that enhance a character's capabilities. Each ability is associated with one of five categories that best describe how the ability might be used. Additionally, abilities within a category are grouped by ability type (i.e., Perk, Talent, Skill, or Power).
General abilities are appropriate for any character type.
Specific Skills are those skills ideal for specific character types.
Talents reinforce a character Archetype with abilities beyond the capability of most characters.
Choose 30 points worth of Abilities.
The HERO System doesn’t establish any restrictions on how you spend Character Points. However, it is important to have a fun character that is appropriate for the campaign so it is often necessary to guide your decision-making when designing your character.
The guidelines below help ensure that no one is going to create a character that upsets the balance of the adventure or campaign. Through the course of play you may choose actions that exceed these limits, but your character, by design, should not exceed them. It is not specifically relevant how you reach these limits, whether by Characteristic, Power, or Equipment. For example, a character with the Melee Master +3 (Talent providing +3 Damage Classes) should not use a Greatsword (Weapon with a base 2d6 damage, equaling 6 Damage Classes) since this character would end up with 9 DC, even though part of that total comes from points spent on Talents and part comes from Equipment.
Campaign Guidelines should evolve as the characters earn experience. When players spend experience on new abilities it is helpful to understand when they have spent too much on one thing, however the pace of experience awards can often keep this in check without much issue. When you earn 3-5 Character Points each adventure that will generally keep the characters from growing in one direction too quickly.
Use the following Campaign Guidelines as a starting point for your Narosia Quick Start adventures.
By now you have selected multiple Templates for your character: Archetype, Disposition, and Background. These Templates included many different skills from any of five categories: Agility Skills, Background Skills, Combat Skills, Intellect Skills, and Interaction Skills. The only Skill that doesn’t fall into one of those categories is Skill Levels, which lets you improve your Skill Roll with several Skills. Characters may have Skills from any or all categories.
Most Skills are rated with a number that indicates how well a character knows them — the higher the number, the better he is at the Skill. In general, a character with an 11- is fairly good at a Skill, while any Skill over 14- is remarkable.
Agility Skills, Intellect Skills, and Interaction Skills are all based on a Characteristic Roll (DEX, INT, and PRE respectively). This means that when the skill is first acquired the roll for success with the skill is equal to the base Characteristic Roll (see Chapter 6 – Characteristics). The skill can be improved from that point on at 2 Character Points per +1 to the skill roll.
Background Skills are learned at a base roll of 11-.
Combat Skills are often unique and may or may not have a base roll.
General Abilities are common to all types of characters.
1-5 Strong: +1-5 STR
1-5 Healthy: +1-5 CON
2-6 Dexterous: +1-3 DEX
1-5 Smart: +1-5 INT
1-5 Disciplined: +1-5 EGO
1-5 Charismatic: +1-5 PRE
5 Aggressive: +1 OCV
5 Defensive: +1 DCV
10 Quick: +1 SPD
1-3 Tough: +1-3 PD or ED
1-3 Resilient: +1-3 REC
1-3 Magically Resilient: +1-3 EREC
1-5 Fit: +5-25 END
1-5 Strong Essence: +1-5 ESS
1-5 Big: +1-5 BODY
1-10 Stout: +2-20 STUN
1-6 Fleet: +1-6m Running
1-2 Strong Leap: +1-2m Leaping
6 Agile: +1 with Agility Skills
4 Brilliant: +1 with Intellect Skills
4 Charismatic: +1 with Interaction Skills
2 Educated: Any one Background Skill 11-
1 Language: Basic Conversation
2 Language: Fluent Conversation
3 Language: Complete Fluent, with accent
4 Language: Idiomatic, native accent
1 Language: Literate
3 Language: Fully Literate (all known languages)
2 Skill Focus: +1 to any Agility, Intellect, or Interaction Skill
1 Well Rounded: +1 to any Background Skill (i.e. AK, CuK, CK, KS, PS, SS)
Var Animal Companion: Character has a loyal animal companion such as a faithful hound or a trusted mount. The Animal Companion is a Follower (6E1 102, BR 31) but is limited in its capabilities since it is an animal. Animal Companions can generally understand and communicate with their owners (only), but complex ideas require supernatural means.
Dog, Small/Medium (pet): 2 points
Dog, Hunting: 7 points
Monkey: 7 points
Cat, Domestic: 10 points
Dog, Guard: 12 points
Wolf: 14 points
Horse, Riding: 17 points
Eagle: 17 points
Horse, Heavy War: 23 points
5+ Follower: Character has a loyal companion of 25 Total Points (6E1 102, BR 31). Each level increases the point value of the Follower by +25 points.
6 Knight: Must be Social Status 2+. A knight has Right to Shelter and the Right to Mete out Justice (3 points). Additionally, all knights are assumed to have Organizational Reciprocity with foreign hosts and most armies.
1 Military Rank: Rank Soldier/Militia. Must have PS: Soldier 8-, WF: Polearms and Spears, OCV 4. Starting Wealth +25sp.
2 Military Rank: Sergeant/Militia Leader. Must have PS: Soldier 11-, Tactics 8-, OCV 5. Starting Wealth +50sp.
3 Military Rank: Lieutenant/Militia Captain. Must have PS: Soldier 13-, Tactics 11-, SS: Military Strategy 8-, OCV 6. Starting Wealth +75sp.
1+ Positive Reputation: Character is well known for something on an 11- by everyone in a city, region, or profession. He receives +1 to all Interaction skills when recognized, or +1d6 to Presence Attacks per level.
2+ Positive Reputation: Character is well known for something on an 11- by everyone in an entire nation, all ports on the Sea of Tears, or an entire culture. He receives +1 to all Interaction skills when recognized, or +1d6 to Presence Attacks per level.
1 Silver Savvy I: 1d6 Luck, Only When Handling Money. Each point of Luck modifies a transaction by 20% or adds a +2 bonus to the skill roll (never both) when using Gambling, Trading, and other skills involving money. Starting Wealth +75sp.
2 Silver Savvy II: 2d6 Luck, Only When Handling Money. Starting Wealth +150sp.
3 Silver Savvy III: 3d6 Luck, Only When Handling Money. Starting Wealth +300sp.
3 Silver Savvy IV: 4d6 Luck, Only When Handling Money. Starting Wealth +600sp.
1 Social Status 1: Starting Wealth +100sp; Aetaltis = Aristocrat; Elori = Named; Icewalker = Painbringer; Malador = Clansman/woman;
2 Social Status 2: Starting Wealth +200sp; Aetaltis = Laylord/lady; Elori = Honored; Icewalker = Bloodrender; Malador = Clanlord/lady; Must have High Society 8-.
2 Acute Vision: +2 PER with Normal Sight
3 Alertness: +1 PER with all Sense Groups
3 Ambidexterity: Character doesn’t suffer Off Hand penalties
3 Perceptive: +1 with Tracking, Concealment (searching), and active Perception Rolls
3 Absolute Range Sense: Character can gauge distances accurately
3 Absolute Time Sense: Character can gauge the passage of time accurately
3 Bump of Direction: Character has an innate sense of direction
4 Double Jointed: Character’s flexible joints make some Skills easier to use
5 Eidetic Memory: Character has a photographic memory
5 Fearsome: +10 PRE, Only For Fear/Intimidation (-1)
5 Fearless: +15 PRE, Only To Resist Fear/Intimidation (-2)
4 Forest Runner: Environmental Movement (no penalties in undergrowth)
4 Forest Runner: Environmental Movement (no penalties for Intoxication 6E2 47)
2 Intimidating Presence: +5 PRE, Only For Fear/Intimidation (-1)
3 Lightning Calculator: Character can perform mathematical calculations rapidly
1+ Lightning Reflexes: Character has increased Initiative (+1 DEX to Act First with all actions)
3 Lightsleep: Character is +0 PER to wake up instead of -6 PER.
5 Master Climber: Environmental Movement (No DCV penalty when climbing)
2 Pack Mule: Environmental Movement (reduce DEX/DCV penalty from Encumbrance by -1)
3 Perfect Pitch: Character can identify musical pitch exactly
5 Rapid Healer: Recover +5 STUN per Recovery and +1 BODY per week
1+ Resistance: Character can withstand interrogation better than normal (+1 to EGO roll per +1 Character Point)
3 Sleep Anywhere: Character is not penalized for sleeping in armor or uncomfortable positions.
4+ Speed Reading: Character can read much faster than normal
3+ Striking Appearance: Character is +1 with Interaction Skill Rolls and +1d6 with Presence Attacks versus all characters due to appearance.
4 Supreme Balance: Environmental Movement (no penalties on narrow surfaces)
10 Channeling +1
1 Magic CSL: +1 OCV with a single orison.
3 Magic CSL: +1 Combat Skill Level with all spells of a single Enaros.
6 Magic CSL: +1 Combat Skill Level with all orisons.
1 Orison Familiarity: Learn one orison (Chapter 9 – Codex)
5 Piety: +1 with a specific Enaros
2 Attack Focus: +1 OCV with single attack (e.g., Dagger, Mace).
5 Combat Expert: +1 with Large Group of attacks (e.g., Common Melee Weapons, Common Missile Weapons, One-Handed Weapons).
8 Combat Master: +1 with Ranged or HTH Combat.
3 Combat Specialist: +1 with Small Group of attacks (e.g., Blades, Axes, Bows, a single Martial Art, or Any three Maneuvers).
2/4/6 Far Shot: +2 Ranged Skill Levels with a single attack (2 points), a tight group of attacks (4 points), or all attacks (6 points). These levels offset the Range Modifier made with these attacks.
10 Champion: +1 with All Combat.
2/4/6 Precise Shot: Character is +2 to offset To Hit Modifiers for Called and Placed Shots with a single attack (2 points), a tight group of attacks (4 points), or all attacks (6 points).
10/5 Rapid Attack: Character can perform Multiple Attacks as a Half Phase Action, which normally require a Full Phase Action (10 points for all attacks or 5 points for HTH or Ranged attacks only).
5 Two-Weapon Fighting (HTH): Character can make two attacks with HTH weapons at no penalty as a Full Phase Action at 1/2 DCV. Additional attacks are still at a cumulative -2 OCV.
1 Weapons Training: Choose any single weapon subcategory as a Weapon Familiarity.
Only individual subcategories are available to learn at the cost of 1 point each, with the exception of Everyman Weapon Familiarities, which all characters get for free.
5 Essence Shaping +1
1 Magic CSL: +1 OMCV with a single spell.
3 Magic CSL: +1 Combat Skill Level with all spells of a single Arcana.
6 Magic CSL: +1 Combat Skill Level with all spells.
5 Spellshaping: +1 with a specific Arcana
2 Spellshaping: +1 with a specific spell
1 Spell Familiarity: Learn one spell (Chapter 8 – Grimoire)
5 Sanctified: This talent reflects the deeper rapport a channeler has with the Enaros. All Sanctified channelers receive +1 to all Interaction Skill rolls.
1 Archer’s Strength: +3 STR for wielding bows.
3 Armor Expert: Reduce the effective weight of worn armor by 50% mass.
3 Armor Master: +1 rPD/rED while wearing armor. Must be Armor Expert.
4+ Darkbane: Character’s attacks do +1 DC damage against Endrori.
2+ Defensive Luck: If unencumbered (i.e. no Encumbrance Penalty) the character is +1 rPD/rED, Hardened (x2), Impenetrable (x2). The character must also be aware of the attack and not trying to be hit by it. These defenses are Non-Persistent.
1+ Heroic Constitution: +3 CON to resist being Stunned. Maximum bonus: +9 CON.
1 Heroic Stun: +5 STUN that recovers once per hour (REC per Hour). This STUN is lost last.
5 Heroic Toughness: +1 rPD/rED, Hardened (x2), Impenetrable (x2). This talent is visible to Essence Sight.
5+ Hunter: Character’s attacks do +1 DC damage against animals and beasts.
8 Melee Master: Character’s attacks do +1 DC damage with all HTH attacks.
2 Off-Hand Defense: Character is +1 DCV and +1 OCV to Block vs. HTH attacks with a weapon in the off hand.
8 Range Master: Character’s attacks do +1 DC damage with all Ranged attacks.
3/1 Simulate Death: Character can feign death with an EGO roll, +1 to roll for +1 points.
6+ Slayer of Demons: Character’s attacks do +1 DC damage against demons, Voidspawn, and Qliphotic foes.
5+ Slayer of Undead: Character’s attacks do +1 DC damage against the undead.
5+ Sneak Attack: Character’s attacks do +1 DC damage against targets that are unaware of the attacker.
Note: If limited to Ranged or HTH attacks only, the damage bonus is +2 DC
6 Weapon Group Master I: Character’s attacks do +1 DC damage with any WF Subcategory (e.g. Blades, Bows, Thrown Knives & Darts etc.)
13 Weapon Group Master II: Character’s attacks do +2 DC damage with any WF Subcategory (e.g. Blades, Bows, Thrown Knives & Darts etc.)
4+ Weapon Master: Character’s attacks do +1 DC damage with a specific weapon (e.g., Bow, Dagger, Sword).
3 Airwalk: Character can sneak under any conditions. Using focused concentration (1/2 DCV) and applying his Stealth Skill (penalty -1) a character can be perfectly silent – those listening for the rogue will not get a Hearing PER to sense the rogue if he succeeds unless they are right next to him. This Invisibilty to Hearing Group power costs END. 2
4 Scale Surface: The character can use his Climbing Skill (penalty -1) to climb any surface, even if it is perfectly smooth, as long as he maintains two points of contact. This Clinging (normal STR) power costs END. 1 END
6 Search Sweep: The character can perform an average search (+0) of a single room or area as a full phase action. This would normally take a full minute, but the character is so skilled at noticing minute details that he can be confident a complete search was made.
5 Shadowwalk: The character can sense when observers are distracted or looking in a different direction and can time their moves between points of concealment. Using focused concentration (1/2 DCV) and applying his Stealth Skill (penalty -2) a character can be practically invisible if adequate concealment or shadows are present. However, any power that can objectively record the rogue for review at a later time will show the rogue darting between concealment. This Invisibility to Sight Group power costs END. 4
5 The Slip: Luck 3d6; Only To Create An Opportunity To Be Covert (-2)
7 Trap Feel: With a successful passive PER roll, the character has an intuition about any trap he could normally perceive in or out of combat, provided he would activate it on his next action. He is unsure of the details, just that if he continues his course of action a trap will be activated.
5 Essence Sight: The natural flow of essence is visible. Additionally, spirits and other invisible creatures can be perceived normally, although their forms will be significantly blurred. Such creatures can be targeted at no penalty with a successful PER roll each phase as a zero-phase action. Essence Sight is blocked by normal objects and although affected as Sight it does not include the Discriminatory or Analyze sense modifiers. Thaumaturgy can be used to understand the essence as an Analyze Skill.
7 Essence Touch: Characters with this talent can fully interact with the essential plane. They can exert their Strength on any target in the essential plane including spirits and magically desolidified characters. This can be extended to held items by expending 2 ESS per phase.
Additionally, the character gains +1 on Essence Shaping when choosing the Deliberate or Prepared shaping modifiers, and +1 to Thaumaturgy and Attunement if he can touch the item throughout study.
1+ Mystic Defense: +1 Power Defense, Mystic Defense (+0). This power also acts as Mental Defense, Only Versus Arcane and Divine Power. It has no effect against poisons or diseases unless they are magical in nature. It has no effect against Psionic powers.