Characters will be built using the Standard Heroic Guidelines:
175 points / 50 points of Complications (25 max from 1 category)
Maximum Value Before Cost Doubles Are
Characteristic: 20 (over 17 requires Ancient Bloodlines perk)
SPD: 4
OCV/DCV/OMCV/DMCV: 7
REC: 10
END: 50
STUN: 50
Running: 20
Swimming: 8
Leaping: 8
Skill Roll: 13-
Everyman Skills
Acting 8-
Climbing 8-
Concealment 8-
Conversation 8-
Deduction 8-
AK: Home country or city 8-
CuK: Home country or city 11-
Native Language (no literacy)
Paramedics (Healing) 8-
Persuasion 8-
One PS 11-
Shadowing 8-
Stealth 8-
Skills
Armorsmith, Divination, Hoist, Feint, Poisoning from Hero System Skills are available (see next post for descriptions)
Combat Skill Levels - only 2 point and 3 point levels allowed, all will have Limitation Requires a Fighting Tricks Roll (-1/2), no more than 2 levels in an area at start of game. If skill levels overlap only 1 set may be used for OCV and the other for DCV.
ie: 2 levels with Swords (small group) would cost 4 points & 2 levels with Block (single attack) would cost another 3 points for a total of 7 points. When blocking with Swords player would likely apply the Block levels to OCV and the levels with Swords to DCV.
Penalty to roll depends upon total Active Points of Combat Skill Levels character is trying to use. ie: 2 levels with Swords would be 6 Active Points and would impose a -1 (6/10 > .5) to roll. If character chose to only activate 1 level (3 Active Points) and would impose a -0 (3/10 < .5, no modifier).
Languages - Languages of surrounding lands are considers to have 3 points of similarity (characters may make INT rolls to understand phrases and cost -1 to learn). See section on Homeland below and consult Maps
(link to Maps) for surrounding nations. If a character's homeland has multiple-dominant languages they may purchase any of those languages at a cost of -2 to learn. These are cumulative. For example: if a character knows both Argossean & Kothic they may learn Ophirian at -2. Minimum cost to learn a language is still 1 and Literacy always costs 1.
NOTE: cost reductions are NOT retroactive
Martial Arts - only available for related Fighting Tricks skills (no reduction in cost for this requirement). Each maneuver is bought for a specific weapon group (including unarmed), extra groups cannot be added.
- No Damage Classes may be added. Increased damage should be bought through Combat Skill Levels; every 2 levels allows a +1 DC
Penalty Skill Levels - examples include vs Range OCV penalties, vs Fighting from Horseback OCV penalties, vs Encumbrance DCV penalties (does not negate movement penalty), vs Hit Location OCV penalties, etc...
Power Skill - Used for Fighting Tricks. Fighting Tricks must bought by specific weapon type (ie: Brawling Tricks, Sword Tricks, Dagger Tricks, Axe Tricks, Hammer Tricks, Bow Tricks, Javalin Tricks, Spear Tricks, etc...). They maybe be used to:
- Impress others
- As a skill roll for talents/combat skill levels
- Perform a maneuver or stunt not explicitly covered by the rules (for example: to keep an inexperienced opponent from drawing a weapon without harming him)
- Perform a one-time trick normally defined using Talents or Powers (-1 to roll/5 active points, 20 active points max)
Skill Levels - note that through Ancient Bloodlines it is possible to have skill levels for related skills higher than 13-. Characters are already paying associated costs through the Perk and for related stat over 20. Only actual skill levels themselves to further increase ability have their costs doubled.
Perks
Ancient Bloodline
Indicates that you are obviously descended from one of the great fallen civilizations, people whose physical and mental facilities we're greater than the folk of the Hyborian Age. Whether their parentage descends from the isles of sunken Atlantis or the ruined empire of Archeron, you visibly stand out as a beacon of excellence...or depravity.
Game Info:
2 points - character may buy stats above 17
3 points - character may buy stats above 22 (costs still double after 20)
Fringe Benefit - Social Caste
0 - Farmer/Herder (default caste)
2 - Crafter/Merchant/Warrior
4 - Knight/Priesthood
6 - Petty Nobility
<higher ranks not allowed at creation>
Escaped Serf/Slave or Outcast social caste taken as a Social Complication.
Money - not available at start
Talents
Combat Luck
- No more than 2 levels
- Has the additional Limitation: Not while wearing > 15kg of armor (-1/4)
- Costs 5 points/level
Danger Sense
- Must be Intuitional
Deadly Blow
- only Very Limited Circumstances/Targets
Weapon Master
- not allowed
Talents from Fantasy Hero are allowed except for Magesight, Magic, Protected by Fate, Shapechanging, Spell Augmentation, and Turn Undead
New Talents can be reviewed in a case-by-case basis.
Powers
Fighting Stunts - should require an associated Fighting Tricks skill roll. Minimum of -1 total Limitations, max 15 points real cost. Subject to GM review/approval.
Enhanced Senses - only for Normal senses, max PER 13- for any sense
Luck - max of 4d6, requires minimum -1 limitation, bought as a Talent. Example: Not in the Face! 4d6 Luck, Only to Avoid Getting Hit in the Head (-2), 7 points.
Mental Defense - Confronting Horrors from the Outer Dark or other terrors of Hyboria may be resisted with Mental Defense. Max of 10 points at start.
Advangages
Autofire - max of 3 shots
General
Encumbrance is used along with penalties to DCV/DEX and Movement (6E2 p46)
Sectional Armor is in use.
Sorcery is not available at the start. Characters wishing to walk this dangerous path may find opportunities during play.
Clarifications
1. If Requires a Skill Roll Limitation applied, Skill roll is at -1 per 10 Active Points as normal. Option to instead choose -1 per 5 or -1 per 20 apply normally.
2. If using Fighting Tricks to simulate a power character has not paid points for, ability limited to 20 Active points. Final roll modifier will depend on which Skill Roll limitation was selected (-1 per 5 or 10 or 20 active points). Once successfully used, same Fighting Tricks skill may not be used in this manner again until next encounter/scene.
3. Any power character has paid points for is not limited on Active Points but its final, Real Points must be 15 or less. May use as often as they wish.
4. All combat powers must have at least -1 total Limitation.
5. Base END cost is always 1 per 5 Active Points (whether just raw STR, STR to meet STR min of weapon, or power/Talent, whatever). Reduced END Advantage applies normally.
6. All subject to GM review/approval. Especially for ! or Stop-sign abilities or any other nefarious concoctions the players devise that the GM didn't consider and feels might imbalance the game.
This message was last edited by the GM at 12:50, Sat 11 May 2019.