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Skip Navigation LinksHigh Fantasy HERO>Content>Shrike High Fantasy>Character Creation
Character Creation Guidelines
Starting Points Race Packages Profession Packages
Equipment Money Disadvantages
The following guidelines detail the standard guidelines for how to create a starting character for my typical High Fantasy Campaign. This document is relevant to my campaigns; check with your GM before making a character for guidance on what is appropriate in their campaigns.
Starting Guidelines
50 Base Points 75 Points (Not including Race Package Deal)
Starting "1st Level" Characters have up to 125 total points
All points over and above 125 Character Points are Experience
Check with your GM to determine if the campaign will start with a higher point total.
Race Packages are covered in more detail here.
Select one (and only one) Race Package from those provided below. Check with your GM to determine if their campaign has a set list of available Race Packages.
Players may not alter their Race Package Deals without GM permission. However, some Races have a list of Options provided, and these are considered to be pre-approved in my campaigns. A given Option may only be taken once unless flagged with an asterix (*).
Campaign Guidellines
Race Package Deal Links
Dwarf Packages Elf Packages
Small Folk Packages Human Stock Packages
Lizardman Packages Humanoid Packages
Utility to make Alternate NCM Templates for HERO Designer v3
Profession Packages are covered in more detail here.
A number of Character Templates can be found here.
Select one or more Profession Packages from those provided below or create your character from scratch using the normal HERO System Character Creation rules. Check with your GM to determine if their campaign has a set list of available Profession Packages.
Profession Package Deal Links
Master List All Packages
Warrior Packages Pugilist Packages
Rogue Packages Psion Packages
Magic Using Professions
Wizard Packages Magni Packages
Sorcerer Packages Artificer Packages
Stregari Packages Bard Packages
Sortiligist Packages Elementalist Packages
Dominine Packages Animine Packages
Metier Packages Runecrafter Packages
Adept Packages Volomancer Packages
Thanomancer Packages Urzali Packages
Aeldenari Packages Spellweaver Packages
Magician Packages Derwydd Packages
Metruvian Packages Esowyc Packages
Totemic Packages Piedragemas Packages
Troubadour Packages  
The Magic Systems available will vary from setting to setting. Confer with your GM to determine what kind of Magic Systems your character might choose to start with.
World of San'Dora
In San'Dora campaigns all of the Magic Systems presented on this site are available, though all of them are regionally oriented. Further, some are limited to specific Races and / or cultures. This will often place some background assumptions on a Character practicing that type of Magic.
Magic Items are covered in more detail here.
Normal, mundane Equipment and Magic Items on non-Recoverable Charges (called Ephemeral herein) cost money; consult with your GM to determine what price list they are using for their campaign and what items are available for purchase. Permanent Magic items cost points if started with and require GM approval.
NOTE: Any Permanent Magic Item you start with can potentially be taken away from you in game, and you lose those points permanently.
Following are a few example Ephemeral Magic items that would be purchasable with starting money; xc refers to whatever form of currency is the "gold standard" used in a particular setting.
Potion of Healing: Healing 4d6 to BODY (40 Active Points); 1 Charge which Never Recovers (-4), OAF Fragile (Potion Flask; -1 1/4), Extra Time (Full Phase, -1/2), Gestures (-1/4), Restrainable (Only by means other than Grabs and Entangles; Must be imbibed; -1/4) [1 nr]; Real Cost: 5; Suggested Retail Price: 200 xc
Potion of Ironhide: Armor (8 PD/8 ED), Hardened (x2; +1/2) (36 Active Points); OAF Fragile (-1 1/4), 8 Continuing Charges lasting 1 Hour each which Never Recover (-1), Extra Time (Full Phase, Only to Activate, Delayed Phase, Character May Take No Other Actions, -1/2), Restrainable (Only by means other than Grabs and Entangles; Must be imbibed; -1/4), Visible (Metallic Skin; -1/4) [8 cc]; Real Cost: 8; Suggested Retail Price: 288 xc
Elixir of Healing: Healing 4d6 to BODY (40 Active Points); 16 Charges which Never Recover (-2), OAF Fragile (Potion Flask; -1 1/4), Extra Time (Full Phase, -1/2), Gestures (-1/4), Restrainable (Only by means other than Grabs and Entangles; Must be imbibed; -1/4) [16 nr]; Real Cost: 8; Suggested Retail Price: 320 xc
Perfect Antidote: Dispel Any Poison Effect One At A Time 50d6 (standard effect: 150 points), any Poison power one at a time (+1/4) (187 Active Points); 1 Charge which Never Recovers (-4), OAF Fragile (-1 1/4), Restrainable (Only by means other than Grabs and Entangles; Must be imbibed; -1/4) [1 nr]; Real Cost: 29; Suggested Retail Price: 5423 xc
The Armaments rules used in my campaigns are detailed here.
The Weapons List used in my campaigns is detailed here.
Your GM will inform you of what Weapons & Armor charts they are using for their campaign.
NOTE: Deadly Blow and Combat Luck are both allowed, but have specific limitations upon how many levels may be taken. This subject is covered in depth in the Weapons and Armor document linked to above.
If using the Price Chart from Fantasy HERO then Characters start with the equivalent of 5d6 x 3 gold coins. If using an xD&D price chart then Characters start with the equivalent of 3d6 x10 gold coins.
If a character has the Wealth Perk, multiply the randomly determined starting gold by double the rank of the Wealth Perk to arrive at a final total starting gold amount. GM permission is required to take more than 5 points of the Wealth Perk during character creation, and to be taken at all in any increment after character creation.
EXAMPLE: In a campaign using the FH Price chart, Bullarx the Dwarven Warrior rolls 22 on 5d6 and multiplies this by 3 for a total of 66 starting gold.
However Bullarx comes from a wealthy Dwarven family and benefits from a stipend; thus he has taken 3 points of the Wealth Perk. To calculate his total starting gold the rank of the Wealth Perk (3) is doubled to 6 and then multiplied by the randomly determined 66 starting gold, yielding 396 total gold.
Starting Characters may take up to 75 points in Disadvantages, and no more than 50 points worth of Disadvantages may come from any one category. Disadvantages in Race Packages do not count against this 75 point limit, but all other Disadvantages from other Package Deals do.
Magic Users must take a Distinctive Feature in my Campaigns indicating their status as Magic Users, which is detectible by appropriate Detects. Only Magic Users that actually cast "Spells" or have actual activateable at will Magical Abilities must do this; Characters that only make and/or use Magic Items do not qualify for this Disadvantage.
The Disadvantage can be worth more points for some types of Magic Users. A type of Magic that were persecuted or a type of Magic User who might be forced into altercations due to the type of Magic they practice could take the "Extreme Reaction" option for example. Similarly if a particular style of Magic were detectible by more normal means for some reason, the "Only By Unusual Senses" reducer could be eliminated.
Distinctive Magic User: DF: [Magic User Type] (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures); Disadvantage Total: 5 Points
For players more comfortable with the "Alignment" concept of xD&D and some other similar game systems, all of the typical "Alignment" tropes can be handled as Disadvantages. This is covered in more depth in the Alignment Considerations document. It can be ignored in it's entirety by those uninterested in Alignment.
World of San'Dora
In San'Dora campaigns there are a few Disadvantages that should be specifically noted.
Primal Attunement
It is allowable, but not common, to take a Distinctive Feature indicating a connection with one of four Primal forces (Static, Entropic, Positive, Negative).
It is also typical for Characters that have such a Primal Connection to also take a  Susceptibility to the opposing Primal Node (Static vs. Entropic, Positive vs. Negative).
Primal Connection: DF: [Static, Entropic, Positive, Negative] (Concealable with Magic, Detectable Only By Unusual Senses, Extreme Reaction, Not Distinctive in Some Cultures); Disadvantage Total: 5 Points
Primal Susceptibility: Susceptibility:  [Static, Entropic, Positive, Negative] Energy, 1d6 damage Instant (Uncommon); Disadvantage Total: 5 Points
Elemental Attunement
Along the same lines, a Character might want to take similar sorts of Disadvantages, but based upon the four classic Elements (Air, Earth, Water, Fire). However, in San'Dora the four Elements map directly to the four Primal Nodes. Fire = Negative, Water = Positive, Air = Entropic, and Earth = Static. Thus, a player wanting to do this should use the above "Primal Attunement" based options instead.
Characters can take a Rivalry and associate it with an entire Group instead of a single individual. Thus a Character could take a Rivalry with All Swordsmen, or a Rivalry with All Archers, or a Magic User might belong to an order of some sort that has a long standing rivalry with a competing group of other Magic Users, etc.
Such a Group Rivalry almost always qualifies for the "More Powerful" adder, and also take a +5 adder on the Disadvantage called "Group Rivalry". However, usually such a Rivalry will also need to take "Rival is unaware of Rivalry" reducer as well.
Group Rivalry: Rivalry: Professional ([Group]; Rival is More Powerful; Seek to Outdo; Rival Unaware of Rivalry); Disadvantage Total: 5 Points