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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

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