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This conversion resource assumes that the
campaign limits set forth in Step 1 are
in effect and the maximum points a Character
can have from Personal Disadvantages is
75 points. |
If a Character does not take 75 points worth
of Disadvantages then they will have correspondingly
fewer Character Points with which to buy
abilities. For instance if a starting Character
with 50 Base points only takes 50 points
of Personal Disadvantages, then that Character
has 100 Character Points (50 Base + 50 from
Disadvantages) available to them rather
than the 125 points they could have had. |
NOTE: In this context "Personal
Disadvantage" refers to any Disadvantage
which does not stem from a Character's Race
Package Deal. This is a specific exception
to the HERO System rules, wherein Disadvantages
from all Package Deals do count towards
a Character's Disadvantage limit. If your
GM is uncomfortable with this exception
they will let you know how to handle the
discrepancy. |
Personal Disadvantages |
Character Disadvantages are a concept not
found in D&D 3e and therefore appropriate
Disadvantages must be approximated from
aspects of Characters that are left mechanically
undefined in D&D 3e. The primary purpose
of Disadvantages is to add flavor and context
to a Character, and to give the GM story
hooks with which to involve your Character
with the setting.
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In many cases it's a Character's quirks
and flaws that make them stand out rather
than their capacity to kill things, manipulate
a fictional magical system, or use arbitrarily
determined skills and abilities. Have fun
with your Character's Disadvantages rather
than taking them just to get more Character
Points. |
ALIGNMENT AS A SOURCE OF DISADVANTAGES |
In D&D 3e the closest thing to a mechanical
representation of a Character's behavior
is the Alignment system. Depending on how
the GM intends to handle the concept of
Alignment in the HERO System, Characters
with particularly strong Alignment orientations
may take Disadvantages appropriate to model
their particular Alignment. |
Suggestions for how to handle Alignment
in the HERO System are addressed in the
Alignment Considerations document
for the GM's benefit; as a player consult
with your GM prior to converting the Character
to discover how they intend to handle Alignment
in their own campaign.. |
BACKGROUND, PAST EXPLOITS, AND PERSONALITY
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The best source of Disadvantages for your
Character are their background stories,
things that occurred to them during the
course of play prior to converting them,
and the way their personality has been depicted
by you in the past.
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Consider if the Character has any driving
obsessions, urges, fears, credos by which
they live, or predictable behaviors; these
are all good sources of Psychological Disadvantages. |
Is your Character particularly recognizable,
infamous, hunted, under scrutiny, subject
to orders or fealty, or a practitioner of a profession
that is not legal? All are good sources
for Distinctive Features, negative Reputations,
Hunteds or Watcheds, and Social Limitations. |
Does your Character lose control of themselves,
feel a need to compete with others of a
certain profession or specialty, suffer
from unfortunate luck, or have a dependency
of some sort? All justifications for Enrageds,
Rivalries, Unluck, and Dependence. |
And so on. If you can't mine your Character's
background, exploits, and personality for
a mere 75 points of solid and valid Disadvantages
either your character isn't that interesting
or you just aren't trying very hard. |
When finished selecting your Character's
Disadvantages, tally the Disadvantage Total
and move on to Step 7. |
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