Character Creation Notes
General Notes About Character Creation for Tes’lan
We will be using 6th Edition Hero Rules. Books In Use -
- Hero System 6th Edition Volume 1 (HS6Ev1),
- Hero System 6th Edition Volume 2 (HS6Ev2),
- Advanced Players Guide I (APGI),
- Advanced Players Guide 2 (APG2),
- Hero System Martial Arts (HSM),
- Fantasy Hero (FH)
- The Fantasy Codex
Character creation will be via Hero Designer 3, with an initial point allowance of 300 points with up to 50 points complications, for a maximum total of 350 points.
Active Point Limitations – Average attacks should be about 45 active points, where maximum is 60 active points without further authorization. There will be cases where active point totals go beyond this for magical effects, but versus any SINGLE target, active points should (initially) not exceed 45. It should be noted however, that only advantages that actually affect damage (as detailed on HS6Ev2 pp 98) are counted toward this limit.
There are specific rules about the way magic works. They are detailed in a following section, under the heading “Tes’lanti Magic”.
As with most of my campaigns, characters should be detailed with skills, so as a guideline, adult characters typically should have at least (INT * AGE)/5 points in skills… This total includes standard skills, martial arts, magic skills.
Ostensibly this will be almost “super” heroic fantasy, which is to say, that characters can have special abilities, powers etc. This is predicated on the premise that the mana and mana-fields can affect the development of flora and fauna. So lots of “magical” mutants. However, all the other tone and rules associated with the campaign will be strictly heroic – meaning that hit locations, encumbrance and other such rules will be in effect.
Finally, with regard to characters… They all must be submitted to me for approval. Please detail out the extras… that is background, etc as given in HD3, also if you have pictures or sketches include as well. Please submit the HDC file for approval. I reserve the right to make tweaks to the character to fit into the campaign, but of course I will discuss why, the intended change, and options if you find my changes unacceptable before making them.
When constructing characters, keep the following limits in mind. I am setting normal human limits, as well as maximums for the starting characters. It should be noted that unless there is an “origin” explanation, the character’s values should remain in the normal human range (assuming they are human). Obviously, the explanations can be as simple as mana mutation, but I would prefer a more detailed history, which will both give me fodder for adventures as well as allow a more lenient attitude towards the human maximums. The character starting maximums will be adhered to in almost all cases, only if the explanation is good enough will they be at all flexible. This is done primarily to keep balance and prevent unreasonable characteristic inflation.
Table of Characteristic Limits
|Characteristic||Normal Human Maximum||Character Starting Maximum|
|PD/ED||8/6 (0 Resist)||20/20 (10/10 Resistant)|
|Combat Luck||1 level||2 levels|
|Active Points in Attack||45||60|
Optional Rules In Play
All skills and rolls begin at 10- rather than the standard 11-, this sets the starting mark at 50% rather than 62%, which I think better. Since everyone follows this rule, it doesn’t affect balance, but rather the only the general incidence of success or failure.
Encumbrance Rules (HS6Ev2 p 45)
Hit Location Rules (HS6Ev2 p 108)
Hit Location Shift – Also to account for skill in combat, I allow characters to shift the hit location roll made when attacking by however much they made their attack roll by. So, if a character made their attack roll by 3, then rolled a 12 for hit location, they could then shift to any number between 9 and 15. This CANNOT be used in conjunction with a critical hit however, you must choose one or the other (before the hit location roll is made). Note this will tend to make combat somewhat deadlier.
Impairment / Disabling – I reserve the right to use the impairment / disabling rules when I feel the situation warrants. Typically these will not be applied except under circumstances where I believe their use will further the story, or a wound is especially egregious. So, in general, they should not be worried about or expected, except in cases of extreme injury. Typically, I may apply these where otherwise a wound might kill a character or take them out of a fight at a critical juncture.
Knockdown Rules (HS6Ev2 p 112)
Critical Hits/Fumbles (HS6Ev2 p 118)
Alternate Recovery Timetable - This is taken from the Advanced Players Guide II, under CON based recovery. (APG2 pp63):
|RECOVERY TIME TABLE|
|STUN Total||How Often Character Recovers|
|-0 to -CON||Every Phase and Post-Segment 12|
|-CON to -(CON+10)||Post-Segment 12 only|
|-21 to -(CON+20)||Once a minute only|
|-(CON+20) or more||GM’s option (a long time)|
All in game acquisitions will be via a monetary system, but for play balance sake, since I am not requiring the characters to directly pay points for equipment, mounts, etc. I have decided to implement the Resource Points rule, as described in the APG1 pp 191-196. The initial allowance I have in mind for characters (free of character cost) is [50 pts] Equipment, [10 pts] Vehicle (Mounts), [5 pts] Follower/Contacts, and 1d6 Miscellaneous points. The miscellaneous points should typically be used to determine available wealth, but if you choose, you may also buy special perks as described in the APG. Also, additional Resource points may be purchased for allocation at the rates described in the APG.