Hero Designer 6th Edition - Hero Games Company
Hero Designer 6th Edition - Hero Games Company
Hero Designer 6th Edition - Hero Games Company
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48 ■ Character Templates <strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong><br />
NCM or NCM40) should match the XMLID of<br />
the appropriate NCM OPTION specified in the<br />
MAINAPP section. The value is the maximum<br />
value before the Normal Characteristic Maxima<br />
cost multiplier kicks in.<br />
In addition, Characteristic containers can<br />
include Adders and Modifiers, although these will<br />
only be used when the Characteristic is purchased<br />
as a Power.<br />
An example of modifying Characteristic<br />
definitions and adding new Characteristics appears<br />
in the “Creating Extension Templates” section on<br />
page 50.<br />
SKILLS SECTION<br />
The SKILLS section defines the Skills available<br />
for characters built with the template.<br />
In addition to the common subcontainers<br />
listed on page 45, Skills use a subcontainer called<br />
CHARACTERISTIC_CHOICE. This subcontainer<br />
specifies on what Characteristic a Skill is based.<br />
When multiple CHARACTERISTIC_CHOICE<br />
subcontainers are present, users are presented with<br />
a dropdown selection list, letting them choose<br />
on which Characteristic to base the Skill. Each<br />
CHARACTERISTIC_CHOICE subcontainer has a<br />
single subcontainer of its own: ITEM.<br />
ITEM can define the following values:<br />
BASECOST, LVLCOST, LVLVAL, and<br />
CHARACTERISTIC. The CHARACTERISTIC<br />
value should match one of the Characteristics<br />
defined in the template’s CHARACTERISTICS<br />
section. Additionally, you may use the value<br />
GENERAL to refer to the GENERAL_LEVEL<br />
defined in the MAINAPP section.<br />
As a general rule, you should not change<br />
flat-cost Skills (that is, Skills that do not have a<br />
LVLCOST, LVLVAL, and so forth defined) to levelbased<br />
Skills or vice-versa. The safest way to edit<br />
abilities in this section is to just change the values of<br />
attributes that are already specified.<br />
You can add Adders and Modifiers to any Skill.<br />
To create new Skills, use the generic SKILL<br />
container and assign it a unique XMLID.<br />
This container uses the same attributes and<br />
subcontainers as the predefined Skills. An example<br />
of creating a new Skill appears in the “Creating<br />
Extension Templates” section on page 50.<br />
SKILL_ENHANCERS SECTION<br />
All Skill Enhancers (Scholar, Scientist, and so<br />
forth) are defined in this section. The available Skill<br />
Enhancers are fixed, though you can change any<br />
of the attributes and set what types of item each<br />
affects (for example, KNOWLEDGE, CONTACT,<br />
and so forth) by using the TYPE container.<br />
The only attribute unique to Skill Enhancers is<br />
COSTSAVINGS. This attribute should be set to an<br />
integer value and represents the amount to deduct<br />
from the cost of any abilities which match the<br />
Enhancer’s type.<br />
You cannot add new Skill Enhancers. Nor<br />
can you can you remove a Skill Enhancer from<br />
the menu. However, you can use the REMOVE<br />
container described in “Creating Extension<br />
Templates” on page 50 to disable a Skill Enhancer<br />
and prevent it from being selected from the Skill<br />
Enhancer menu. You can also use Custom Adders<br />
to simulate new Skill Enhancers as described<br />
in the “Attaching Custom Adders To Lists And<br />
Frameworks” sidebar on page 26.<br />
MARTIAL_ARTS SECTION<br />
All Martial Maneuvers and related abilities<br />
(extra Damage Classes, Weapon Element, and<br />
so forth) are defined in this section. The related<br />
abilities (extra Damage Classes, Weapon Element,<br />
and so forth) are fixed (that is, you cannot add new<br />
ones), though the attributes can all be edited to<br />
change their structure.<br />
All maneuvers are defined with the generic<br />
MANEUVER container. The valid attributes for the<br />
MANEUVER container are as follows:<br />
DISPLAY: This attribute specifies the default<br />
name of the maneuver.<br />
CATEGORY: This attribute specifies the<br />
category of the Maneuver. By default, there<br />
are two categories: “Hand To Hand” and<br />
“Ranged”. If you define a Maneuver with a<br />
different value for CATEGORY, it will be<br />
placed in a list for that category. Any string<br />
value may be used here.<br />
OCV: This attribute specifies the OCV modifier<br />
for the Maneuver. Any String value may<br />
be used here (so you may specify “--“ for<br />
Maneuvers like Dodge) , though the length of<br />
the string should be limited for formatting.<br />
DCV: This attribute specifies the DCV modifier<br />
for the maneuver. Any String value may be<br />
used here, though the length of the string<br />
should be limited for formatting.<br />
DC: This attribute specifies the number of<br />
additional damage classes of effect this<br />
Maneuver provides. Any integer value may be<br />
used here.<br />
PHASE: This attribute specifies how many<br />
phases it takes to perform the Maneuver. Any<br />
string value may be used here, though for<br />
formatting, you should limit the length to 3<br />
characters or less.<br />
EFFECT: This attribute specifies the text that<br />
should appear in the effect column for this<br />
Maneuver.<br />
WEAPONEFFECT: This attribute specifies the<br />
text that should appear in the effect column<br />
for this Maneuver if the user specifies that it<br />
is used with a weapon. The presence of this<br />
Attribute will create a drop-down list for the<br />
user to select whether they are purchasing the<br />
maneuver for use with a weapon or empty<br />
hand.<br />
The EFFECT and WEAPONEFFECT<br />
attributes specify the damage that a Maneuver