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This conversion resource assumes that each
character must have one (and only
one) Race Package Deal, which contains any
race-specific benefits that all members
of a certain Race enjoy.
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In general each identifiable Race, including
half-breeds and Humans, should have a separate
Race Package. Thus a Half-Elf would not
take both a Human and an Elf Package Deal,
but rather takes the Half-Elf Package Deal
which comprises elements from both, for
instance. |
Packages are provided below for the basic
D&D 3e Races. If your character was
a member of an non-standard Race that is
not provided for below, ask your GM to provide
you with an appropriate Race Package. |
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Benefits of a Race Package Deal |
This conversion resource uses a non-standard
approach that offers various incentives
and benefits for using Race Package Deals. |
RACE PACKAGE DISADVANTAGES ADJUST PACKAGE
COST |
Race Package Deals are treated as a closed
purchase at the listed Total Cost. The Disadvantages
within the Package are not counted against
a Character's Maximum Disadvantage Total,
they are subtracted directly from the cost
of the Package Deal. This is covered in
more detail in the
Race Package Deals section. |
EXAMPLE: A Race Package Deal with
30 points of abilities and 25 points of
Disadvantages costs a Character 5 Character
Points rather than 30, and the 25 points
of Disadvantages do not count as part of
the Character's Maximum of 75 points.
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NOTE: This is a specific variation
from the HERO System rules. If your GM is
uncomfortable with this exception he will
let you know how to handle the discrepancy. |
RACE PACKAGE CHARACTERISTICS MODIFY NCM |
Normal Characteristic Maxima is included
in each Race Package and yields 20 points
to the Package. However Characteristic modifiers
bought in the Race Package Deal are bought
as Powers and thus do not count against
Normal Characteristic Maxima.
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Many Race Packages grant Characteristics
and also impose Characteristic penalties.
In all cases these modifiers, both bonuses
and penalties, are added or subtracted to
a Character's Characteristics after Normal
Characteristics Maxima is determined.
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EXAMPLE: The
Hairfoot Halflings Race Package
Deal grants a +1 Speed, +2 DEX and imposes
-5 STR, -2 BODY, -2 INT, -5 PRE.
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If a Hairfoot Halfling character purchased
+10 DEX and +10 STR outside of their Package
they would not encounter Characteristic
Maxima as they have neither DEX or STR above
20 outside of their Race Package. |
Then the Race Characteristic modifiers are
applied, resulting in an adjusted DEX of
22 and an adjusted STR of 15. |
If a player wanted their Halfling Character
to have a final adjusted STR of 20 after
the Race Penalty is applied, they must buy
the base STR up to 25 (paying the doubling
penalty for 21 to 25 strength). After the
-5 STR adjustment from the Hairfoot Halfling
Race Package Deal is applied the Halfling
has an adjusted STR of 20. |
NOTE: This is a specific variation
from the HERO System rules. If your GM is
uncomfortable with this exception he will
let you know how to handle the discrepancy. |
DOUBLE JEOPARDY |
Make sure before adding a Race Package Deal
that the character's Race modifiers to statistics
from D&D 3e were not included in their
HERO System Characteristics or else the
character will get a bigger than intended
affect on their Characteristics. |
EXAMPLE: Continuing the example from
Step 2, Pasha the Elf Wizard is a
High Elf; thus the
High Elf Race Package is applied
to Pasha at a Total Cost of 15 points.
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The High Elves get -2 STR, -2 CON, -2 BODY,
+3 DEX, +1 SPEED, +2 INT, and +4 COM as
part of their Package. |
Modified by the High Elf Race Package, Pasha
has STR: 10 DEX: 20 CON: 11 BODY: 8 INT:
18 EGO: 9 PRE: 11, COM 22, PD: 2 ED: 2 SPD:
4.1 REC: 4 END: 22 STUN: 19. |
Between his statistics and his Race Package,
Pasha has spent 56 of his 125 possible Character
Points. |
OPTION LISTS |
Some of the Race Package Deals have Option
lists of skills or talents or similar that
are not necessarily common to all members
of that Race, but are associated with the
Race frequently enough for there to be a
correlation.
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A player may extend their Character's Race
Package with selections from the Options
list if one is provided for their Race;
each ability may only be taken once unless
marked with an asterix (*).
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EXAMPLE: As a High Elf, Pasha the Elf Wizard may take any of the
Elf Options as part
of their Race Package Deal. The player considers taking Elven Cool: +10 PRE; Defensive Use Only (5 Real Cost).
As this option is marked with an asterix in the Elf Options table, Pasha could even buy it at a higher
level of effect, such as +20 PRE; Defensive Use Only (10 Real Cost) or +30 PRE; Defensive Use Only (15 Real Cost).
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Race Option lists often also include one or more optional Disadvantages which may be taken in a Race Package Deal.
As Disadvantages taken in a Race Package Deal using this model reduce the total cost of the Race Package
(but not lower than 0 total cost), taking one or more optional abilities and one or more optional Disadvantages
to offset their cost offers an economical way to dial in some of the stereotypical nuances of various
Races which are depicted occasionally or in an inconsistent manner across different editions and fictional works,
or which seem more cultural than racial in nature but nonetheless are so closely entangled with a Character's racial
identity as to be effectively intrinsic.
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Pasha the Elf Wizard may also take one or more of the Disadvantages on the Elf Options list as part
of their Race Package Deal. The player considers taking Psychological Limitation: Arrogant & Haughty (Common, Moderate); -10 points.
If applied by itself, it would reduce the cost of Pasha's Race Package to 5 points; or it could be taken
along with Elven Cool +20 PRE; Defensive Use Only (10 Real Cost) or
Elven Anti-Concealment: Detect Concealed Doors & Passages, Discriminatory Sense (10 Real Cost)
for a net cost of +/- 0. And so on, in any combination.
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PICK LISTS |
Similar to Option lists, some Race Packages
offer a selection of abilities that are
interchangeable, and specify that a player
should pick one or more items from the list
when making their character. Lists of this
nature offer customization opportunities. |
Along the same lines are abilities that
specify an ability that is by its nature
assignable, such as a CSL vs a particular type of enemy.
Finally, some Race Package Deals include a placeholder line item that
requires some number of points be spent on a specific type
of ability or skill, most commonly Profession
and Knowledge Skills but also things like Weapon Familiarities or Languages.
For instance a Race Package might include the following ability:
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Industrious: Select five (5) points
worth of Professional Skills |
In which case the player could take
one Profession Skill with a large bonus,
or two or more Profession Skills, so long
as the total cost adds up to 5 points. |
Restrictions on Race Package Deals |
Several restrictions exist to prevent abuse
of Race Package Deals: |
- A given Character can have only one Race
Package Deal.
- A Race Package cannot be modified except as indicated by
an associated Options list.
- No Race Package may cost less than 0 total points.
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When you are finished applying your Character's
Race Package, note the point cost and move
on to Step 4. |
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