Anyone can be a hero
By Gear Ear Games
Highlighted material I’m unsure about.
Red is not playtestable
Hero within is a d20 system or also known as a 20 sided die system. This means that nearly all rolls will be done with the 20 sided dice. The other dice will be used for the damage and/or boosts from abilities.
Success and Failure
When making skill checks or attacking depending on the circumstances you may be given Advantage, Disadvantage, or Double Disadvantage. With advantage, you roll two dice and take the higher number, but for disadvantage, you roll two dice and take the lower number. Double disadvantage on the other hand requires you to roll three dice and take the lower number.
Power is similar to stamina, it is a set number that gets drained in combat or anytime abilities are used. A character needs to rest to regain Power. If Power reaches 0 or any number lower than a character's least expensive ability, a player can no longer use abilities until resting. Conditions for abilities have a power number.
Heroics can be added to any roll except for damage. You can only have 10 heroics points at a time. These should be given out for creative thinking, good roleplay, or as a quest reward.
If your ability has an area of effect, everyone in it will be forced to block, dodge, or make the saving throw.
At the start of combat, everyone including enemy NPC will roll a one d20 plus your dex. The turn order downs from highest to lowest. If two players rolled the same number they can discuss who they want to go first, but if a player and NPC roll the same number it goes to the aggressor.
On your turn, you can move freely around the map as long as it’s within their movement speed. Movement speed is 30 ft. Once you use all of your movement you won’t get it back until it’s your turn again.
In your turn, you can use an action. Actions are
In combat, the attack action will be the most used. Any ability that does damage is an attack action.
Making a Melee Attack – When making a melee attack roll a d20 and add your Strength modifier.
Making a Range Atack – When making a ranged attack roll a d20 and add your Dexterity modifier. If an enemy is within 5 ft you have disadvantage on your attack
Powerful abilities consume large amounts of power. Using your action you can Charge your attack. On your next turn, the Ability that you are charging’s power cost will be halved
When you are attacked you have two options to defend yourself. You can either block or Dodge
Blocking is a fixed number of 12 plus your strength modifier. if an attack meets or exceeds your block you take damage. If the attack doesn’t exceed your block it becomes a miss and you take no damage.
Blocking is not a fixed number like blocking. When attacked you can choose to dodge which is one D20 plus your dexterity modifier. Whatever number you get works just like blocking.
Some attacks require you to make a saving throw. Saving throws you can make are Strength, Dexterity (which uses your Dodge modifier) Persistence, and Mind.
Your social gauge shows how the public sees you. Depending on your actions your social gauge will fluctuate. The higher it is the more people will love you while the lower it is the more likely police and government officials who try to take you down.
starts at zero and -500 to +500
Strength- Is connected to your Melee attacks,
Dexterity- Is connected to Range attacks, Skill checks like Stealth and Acrobatics,
Persistence- Is your health and wellness
Mind- is your awareness and quick thinking,
Intelligence- is your knowledge
Charm- is your Appearance and speech
Credit- is your money and fame. Unlike other stats, credit cannot be upgraded over time.
Point Buy Start: Each stat starts at 40 except for credit which starts at 0, Average point buy amount is 165
Standard Array: 75, 65, 50, 50, 65, 35, 45
Stat +10 str, +5 Per
Hard skin– Resistance to piercing damage
Heavy Footed– -15 Dex
Hit die D12
Stat +10 Dex, +5 Int
Parry– On a successful dodge you get a free attack using an ability with a power of 1.5 or lower.
Dislike– Society gauge starts at -100
Hit die D8
Stat +10 charm, +5 Persistence
Comeback– 1d10 + your Health level, Once per rest
Beacon– Starting social gauge is 100
Public figure– Your Kryptonite is known
Hit die D10
Stat +15 Intelligence
Hack– You hack any open system with a tech skill check. Hacking closed systems require you to be able to access something that's connected to the closed system
Damaged– ability last used can be destroyed on failed (Str or Dex) saves until you rest
Hit die D6
Stat +5 Str, +5 Dex
Sneak– Advantage to stealth rolls
Agile– +2 to dodge
Slow healer– a rest takes 6 hours
Hit Die D8
Stat +5 Pre, +5 to any stat
Deformed– Your body is permanently disfigured making it impossible to have a secret identity.
Hit die D10
Stat +10 Mind
Physic block– Minds unable to be read and have resistance to physic damage
Other Worldly– Disadvantage on insight checks
Hit die D8
Stat +5 to three ability scores can stack
Nimble– movement speed increased by 15 and have a climbing speed equal to its movement, Disgust– No matter your social gauge’s number people will always be afraid of you.
Hit die D10
Stat +10 Pre, 5+ to any stat
Analyze– advantage on that target and knows Kryptonite
Hackable– Someone with the hack ability can control you if they beat your Mind save.
Hit die D10
Stat +5 dex +5 Pre +5 Mind
Top Speed– 80ft movement speed, you can run on walls, ceilings, and on top of water. If you are not on a flat stable surface at the end of your turn, your character will fall or sink dealing damage or requiring a roll.
Cold feet– Additional Kryptonite of cold
Hit Die D8
Stat +5 Int +5 Mind
Glyphs– Touch an ally to give them a 1d4 to skill checks and saves for 1 minute or 6 rounds of combat.
Artifact– Your power is linked to an artifact. If the artifact isn’t on you all your power is gone.
Hit Die D8
Power cores give different types of hit die. New characters get the max amount of Health at the very start plus their persistence modifier. Example: Vigilantes starting health is 8
When making a character the starting power is 50
Pick three skills and get a +2 to them, Pick two skills and get a -2 to them
Sleight of Hand (Dex)
Vehicle air (Int)
Vehicle Land (Dex)
Every hero has at least one weakness. If a creature has a vulnerability to a damage type, that damage does an additional one more hit die to them.
Example: 2d6 becomes 3d6 and 1d4 becomes 2d4
The most important part of an ability is the player's imagination. What a character's ability is, how it works, and what it does is imperative to gameplay. An ability can be anything a player's heart desires. It can be a gadget, magic, or any other power a player can think of, and how it is used in gameplay is key in Hero Within. The GM can use how a player describes their character's ability against them and vice versa.
Starting with XP, a character begins with 100 XP points; which a player can use for whatever they choose. XP can be viewed as a currency. Every condition of a player’s abilities has an XP cost. Dice, damage type, and distance are all conditions of abilities. A player gets more XP in-game, completing missions, winning combat, and any other reward that a GM decides for their party can gain XP. Conditions for an ability only need to be paid for once per ability.
When making a Character your power starts at 50. Making an ability, a player chooses the conditions, then adds up the XP to see how much it will cost. They will also add up the power that comes with the conditions to see how much energy it takes each time used in-game.
The first step in making abilities is determining whether or not the ability is passive or aggressive. A passive ability is any power that is not attack-based. Medical, defensive, and supportive abilities all fall under this category. Aggressive abilities are anything made for harming in combat. Any powers, gadgets, or magic used to harm enemies fall here. Choosing Passive or Aggressive does not require XP.
When making abilities there are multiple combinations you can use.
Damage (Example: 2d6 cold)
Effect (Example: Pushback)
Damage, Effect (Example 2d4 toxic and Entangle)
Damage, Damage (Example: 1d6 fire and 2d4 slashing)
Effect, Effect (Example: 2d8 healing and Block +2)
Choosing whether or not an ability is melee or ranged does not need XP. If your ability is passive melee becomes touch or self.
Radius are ranged attacks that have the caster in the center unless they add a range distance to place it anywhere within the second distance.
Most passive abilities don't need damage unless it's a healing ability.
Damage types are the effects aggressive abilities have.
Conditions and Effects
Grounded- Movement is zero but you can still attack.
Paralyzed(working name)- Movement is zero and you can’t attack.
Prone- When forcibly knocked prone it takes 30 movement speed to stand back up
Controlled- A control Target allows the caster to use their character sheets.
Concentration- As long as you're concentrating on your ability it will still be in effect, but if you use a different ability or are attacked you lose concentration and the ability ends. If you are attacked make a Mind saving throw of 12 or higher to not lose concentration.
Not all abilities can be thought up of. Work with your GM to make new effects like Invisibility or speak with animals. This table will allow makes it easier for the GM and player to make new Effects. The XP cost and power is just for the new effect use other tables like the time and saving throws tables to finish your ability
Creating new abilities, making upgrades, or degrading cannot be done whenever you like. Training sessions must be completed first before any of that can happen. It takes 4 hours of training but hours stack. Once the training session is complete you are able to make changes to your character.
Once you complete a training session you can degrade abilities you already have. When degrading an ability if the XP cost is lower than the one you originally bought It does not cost any XP But you do not get any lost XP back.
With each level, you buy you can take the average of your power core’s hit die or whatever you roll with your power core’s die plus your persistence modifier.
Dice averages: d6 is 4, d8 is 5, d10 is 6, d12 is 7
For each level you buy you gain 10+ mind modifier to your max power
1 point costs 15 XP
Recovery and Dying
When you take damage and use up your power there is only one way to get it back and that is by resting. Resting takes 4 uninterrupted hours to completes but at the end, your HP and power will be restored to Max. Resting is mainly sleep or lounging.
Zero hit points
When your hit points are drained to zero and do not surpass negative 15 you can roll persistence. If you roll a 15 or higher you don’t fall unconscious. You are at 0 hp but you are still able to move and make attacks. This can only be done once per combat.
When you fall to zero hit points you become unconscious. For each round of combat, you are still downed you go down 1 hp. When your negative hp succeeds 3 + your persistence modifier your character dies.
When you are unconscious an ally can do a medical check of 14 or higher to Stabilized your character. On a failed medical check nothing happens. When your character is stabilized you are still unconscious but no longer dying. Healing abilities or resting are the only way to get an unconscious character back up.
When you fall 0 hit points and have not been stabilized in time your character dies. There are no abilities that can be made to truly bring back a deceased character. Only the GM can bring back a character or add something to their world to bring the dead back to life. Once your character dies, talk to your GM about making a new character.
Money and Items
One-room Apartment that is a kitchen, bathroom, and bedroom all in one.
No lair spots
2 lair spots
4 lair spots
8 lair spots
10 lair spots
12 lair spots
Small Hidden Lair
3 lair spots
Medium Hidden Lair
8 lair spots
Large Hidden Lair
12 lair spots
With a forensic lab, you can search DNA or fingerprints in the criminal database to find a match with any known criminals.
With a research lab, you can analyze any material to find out what it is and where it comes from or analyze DNA to find their Kryptonite.
With a gym, training takes 2 hours fewer to complete.
With a supercomputer, you are able to hack into open systems.
With a secret garage, you’re able to have 1 land vehicle
With a secret hanger, you’re able to have 1 aircraft.
With a secret Launchpad, you’re able to have 1 spacecraft
With an Infirmary, it takes two fewer hours to rest.
With a teleporter, if someone else has a teleporter you can teleport between bases.
Police Communications you are able to find out most crime in the area and listening to police chatter
With prison cells, you are able to lock up criminals
Gadget Locker (Gadgeteer only)
With a gadget Locker, a gadgeteer can fix their abilities without taking a rest.
Weapon: Intelligence to hit, 1d4 Piercing damage
Doesn't lose any speed off-road or on rough Terrain.
Weapons: Guns, Intelligence to hit, 2d6 Piercing damage. Missile, (DEX)saving throw of 14, 2d8 Imagining and one 1d10 fire
Running a Game
Wcyv Brendan Freeman Cara Spry