Hero Within beta

 Hero Within 

Anyone can be a hero

By Gear Ear Games

Highlighted material I’m unsure about.

Red is not playtestable

The Basic

The Dice

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

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 

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.

Friendly Fire

If your ability has an area of effect, everyone in it will be forced to block, dodge, or make the saving throw. 

Combat

Initiative

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.

Movement

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.

Action

In your turn, you can use an action. Actions are

Attack

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

Charge 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

Defense 

When you are attacked you have two options to defend yourself. You can either block or Dodge 

Block

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.

Dodge

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. 

Saving throw 

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.

Gauges

Society gauge

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

Character Creation

Stat

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

5/10

15/20

25/30

35/40

45

50/60

65/70

75

80

90

95

100

Modifier

-5

-4

-3

-2

-1

0

+1

+2

+3

+4

+5

+6

Power Cores: 

Brutalist 

 

Stat +10 str, +5 Per

Hard skin– Resistance to piercing damage

Heavy Footed– -15 Dex

Hit die D12

Vigilante

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

Icon 

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

Gadgeteer  

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

Agent  

Stat +5 Str, +5 Dex

Sneak– Advantage to stealth rolls

Agile– +2 to dodge

Slow healer– a rest takes 6 hours

Hit Die D8

Mutant  

Stat +5 Pre, +5 to any stat

Powerful– +20xp

Deformed– Your body is permanently disfigured making it impossible to have a secret identity. 

Hit die D10

Alien  

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

Monstrosity  

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

Cyborg  

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

Speedster 

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

Citizen 

no Buff

No Debuff

D8

Mystic

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

Starting Health

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

Starting Power

When making a character the starting power is 50 

Skills

Pick three skills and get a +2 to them, Pick two skills and get a -2 to them

Athletes (Str)

Acrobatics (Dex)

Deception (Cha)

Insight (Mind)

Investagtion (Int)

Intimidation (Str/Cha)

Knowledge (Int)

Medical (Mind)

Perception (Mind)

Performance (Cha)

Persuasion (Cha)

Sleight of Hand  (Dex)

Stealth (Dex)

Tech (Int)

Track (Mind)

Vehicle air (Int)

Vehicle Land (Dex)

Kryptonite 

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

Fire

Toxic(Poison) 

Cold

Lighting

Acid

Psychic

Sonic(Thunder)

Force

Radiation 

Celestial 

Cosmic

Magic

Power Ability

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. 

Melee

XP Cost

Area of Effect

Power

Info

1

5ft

0

35

15 by 5ft

1

15

(10/5)ft

0.5

75

5ft Surround

2

Range

XP Cost

Range Distance 

Power

Info

2

(25/100)ft

0.2

The first number is within your range while anyone in the second number is in your reach range which gives you disadvantage. Trying to hit something outside of your reach range gives you double disadvantage.

5

(80/120)ft

0.5

20

(100/225)ft

1

30

(175/300)ft

3

XP Cost

Area of Effect

Power

Info

10

15ft cone

2

35

30ft cone

4

20

5ft by 30ft line

5

40

5ft by 60ft line

10

70

15ft by 30ft line

20

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. 

XP Cost

Radius

Power

Info

15

10ft by 10ft Circle

1

30

20ft by 20ft Circle

3

60

30ft by 30ft Circle

8

Most passive abilities don't need damage unless it's a healing ability. 

Damage Die

XP Cost

Dice

Power

XP Cost

Dice

Power

XP Cost

Dice

Power

1

1d4

0

3

1d6

0.5

6

1d8

1

7

2d4

0.2

14

2d6

1

21

2d8

2

17

3d4

0.5

34

3d6

1.5

51

3d8

3

24

4d4

1

48

4d6

2

72

4d8

4

30

5d4

1.5

60

5d6

2.5

90

5d8

5

XP Cost

Dice

Power

XP Cost

Dice

Power

9

1d10

2

12

1d12

3

28

2d10

4

35

2d12

6

68

3d10

6

85

3d12

9

96

4d10

8

110

4d12

12

120

5d10

10

150

5d12

15

Damage types are the effects aggressive abilities have. 

Damage Types

Damage

XP Cost

Info

Bludgeoning

1

Damage done with blunt objects 

Piercing

1

Damage done with sharp projectiles 

Slashing

1

Damage done with sharp objects 

Fire

4

Toxic(Poison)

4

Cold

4

Damage done with freezing temperature 

Lighting

4

Damage done with electricity 

Acid

4

Damage done with a corrosive substance 

Psychic

4

Sonic(Thunder)

4

Damage done with sound 

Force

4

Radiation

4

Celestial

4

Damage done with godly power 

Cosmic

4

Magic

4

Conditions and Effects

Conditions

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.

Drained- 

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.

Effects

Effect

XP Cost

Power

Info

Afterburn

6

3.5

Requires hit dice, Requires (Pre)or(Mind) saving throw, Must be teamed up with an attack ability

Until the target successfully saves they take damage each turn 

Pushback 5ft

5

1

Requires (Str) saving throw

On a failed save target gets push 5ft in the opposite direction 

Pushback 10ft

10

2

Requires (Str) saving throw

On a failed save target gets push 10ft in the opposite direction

Pushback 15ft 

15

4

Requires (Str) saving throw

On a failed save target gets push 15ft in the opposite direction

Healing

4

2

Requires hit dice, can’t be teamed up with an attack ability  Healing gives back health but not give more than their max HP Add your intelligence modifier to the health given 

Draining

10

6

Requires (Pre) saving throw, Requires hit dice(only d4)

Takes an enemy's power away on a failed saving throw

Knockdown

2

2

Requires (Str) saving throw

On a failed saving throw the target gets the condition Prone

Entangle

2

2

Requires (Dex) saving throw, needs time, 

On a failed save the target gets the condition Grounded

Trapped

6

8

Requires (Str) saving throw, needs time, 

On a failed save the target gets the condition Paralyzed

Manipulation 

10

8

Requires (Mind) saving throw, can’t be teamed up with an attack ability, needs time

On a failed save the target gets the condition Controlled 

Stunning

6

3

Requires (Pre) saving throw

On a failed save the target loses their next turn 

Block +1

2

1

Needs time, can’t be teamed up with an attack ability

Block +2

4

2

Needs time, can’t be teamed up with an attack ability

Passive abilities 

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 

XP Cost

Power

The Effect is weak

1-3

0.5-1

The Effect is average

4-7

2-5

The Effect is strong 

8-12

6-9

The Effect is extremely strong 

16-30

10-15

Saving Throws

Dc

11

12

13

14

15

16

17

18

XP Cost

0

2

4

8

10

12

14

16

Power

0.2

0.5

1

2

3

3

4

5

Time

Duration 

Concentration

10 sec

20

sec

30

sec

1 minute

10 minutes

hour 

8 hours

24 Hours

XP 

Cost

0

2

4

6

10

16

24

32

60

Power

0.2

1

2

3

6

12

14

18

20

Upgrades

Training

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. 

Ability Degrade

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.

Health

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

Hp 

XP Cost

Hp

XP Cost

Hp 

XP Cost

Hp

XP Cost

Level 1

10

Level 6

60

Level 11

110

Level 16

160

Level 2

20

Level 7

70

Level 12

120

Level 17

170

Level 3

30

Level 8

80

Level 13

130

Level 18

180

Level 4

40

Level9

90

Level 14

140

Level 19

190

Level 5

50

Level 10

100

Level 15

150

Level 20

200

Power

For each level you buy you gain 10+ mind modifier to your max power 

Power

XP Cost

Power

XP Cost

Power

XP Cost

Level 1

20

Level 4

80

Level 7

140

Level 2

40

Level 5

100

Level 8

160

Level 3

60

Level 6

120

Level 9

180

Stats Upgrade

1 point costs 15 XP

 Recovery and Dying

Resting 

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.

Dying

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.

Stabling

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.

Death

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

Credit

Monthly Cash 

Assets 

0-5

$12

$0

6-20

$250

$16,000

21-30

$4,200

$200,000

31-50

$8,400

$400,000

51-70

$15,000

$800,000

71-89

$50,000

2.5M

90-98

$100,000

10M

99-100

$500,000

100M

Property

Slum

$10,000

One-room Apartment that is a kitchen, bathroom, and bedroom all in one. 

No lair spots 

Apartment 

$50,000

1-2 bedrooms

2 lair spots

TownHouse

$200,000

2-4 bedrooms

4 lair spots

House 

$400,000 

2-4 bedrooms 

8 lair spots

Mansion 

$1M

5-8 bedrooms

10 lair spots

Manor 

$5M

8-12 bedrooms

12 lair spots

Small Hidden Lair

$45,000

3 lair spots

Medium Hidden Lair

$150,000

8 lair spots

Large Hidden Lair

$600,000

12 lair spots

Lair spots 

Forensic lab 

$20,000

With a forensic lab, you can search DNA or fingerprints in the criminal database to find a match with any known criminals. 

Research lab 

$50,000

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. 

Gym

$100,000

With a gym, training takes 2 hours fewer to complete.

Supercomputer 

$50,000

With a supercomputer, you are able to hack into open systems.

Secret Garage 

$20,000

With a secret garage, you’re able to have 1 land vehicle 

Secret Hanger

$50,000

With a secret hanger, you’re able to have 1 aircraft.

Secret LaunchPad 

$300,000

With a secret Launchpad, you’re able to have 1 spacecraft 

Infirmary 

$50,000

With an Infirmary, it takes two fewer hours to rest.

Teleporter 

$100,000

With a teleporter, if someone else has a teleporter you can teleport between bases.

Police Communications 

$10,000

Police Communications you are able to find out most crime in the area and listening to police chatter 

Prison cells 

$50,000

With prison cells, you are able to lock up criminals 

Gadget Locker (Gadgeteer only)

$30,000

With a gadget Locker, a gadgeteer can fix their abilities without taking a rest.

Vehicles

Cars

The Lemon

$2,000

Speed: 40ft

Seats: 2-4

Armor: 11

HP: 4

The Everyday 

$40,000

Speed: 40ft

Seats: 2-6

Armor: 14

HP: 8

The Sport

$60,000

Speed 60ft

Seats: 2

Armor: 12

HP: 8

The Luxury

$100,000

Speed: 50ft

Seats: 2-4

Armor 14

HP: 8

X-20 Booster 

$200,000

Speed: 60ft

Seats:2

Armor:15

Weapon: Intelligence to hit, 1d4 Piercing damage 

HP: 16

Motorcycle

Dual-sport

$8,000

Speed: 40ft 

Doesn't lose any speed off-road or on rough Terrain.

Seats: 1

Dodge: +1

HP: 4

Cruiser 

$20,000

Speed: 40ft

Seats: 1-2

Dodge: +1

HP: 6

Sportbike

$40,000

Speed: 60ft

Seats: 1

Dodge: +2

HP: 6

Heavy Vehicles 

 Aircrafts

Private Jet 

$1M

Speed: 70ft 

Seats: 6-10

Dodge: +2

HP: 8

Sky Scream 

$1.5M

Speed: 70ft

Seats:1

Dodge+4

Weapons: Guns, Intelligence to hit, 2d6 Piercing damage. Missile,  (DEX)saving throw of 14, 2d8 Imagining and one 1d10 fire 

HP: 16

Spacecrafts 

Npc

Running a Game

Playtesters 

Wcyv   Brendan Freeman   Cara Spry   

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