The HERO System is based on points, so a character class is really a package of skills and
disadvantages that provide a starting point for your character. The direction you take your
character from that point is up to you—you can even learn the skills for a new character class.
However, the character classes with the most powerful abilities (especially the skaios, spatharius,
and wizard) are limited in their flexibility, both by limits on the powers and skills they can take
and by in-game customs and laws. Those limitations are described in the information on each
character class. In order to learn magic, a character must first learn all the skills in a particular
magical character class.
Starting characters are assumed to have been learning their profession and acquiring experience
for 3-7 years, so that they have built some relationships (both good and bad). They are roughly
equivalent to 3rd-level characters in Dungeons & Dragons.
Each character class is a package of skills that cost 30 points, and 15 points in disadvantages.
You have another 50 points to spend on characteristics and other skills, and another 25 points in
disadvantages to spend. If you want, you can increase the skills or make your existing
disadvantages more severe.
BARD
The bard is much more than a wandering musician. A bard memorizes and holds customary
laws. They don't act as judges but serve as experts on everyday questions such as the number of
days that peasants in a particular area are expected to work for their lord. As expert witnesses,
they are respected but also distrusted and--when they testify against an unreasonable person--
even hated. Most bards stay on the move for this reason, but generally work within a limited area
so that they can become truly expert in the laws of a given place. Bards have a difficult
relationship with the nobility: a knight or baron will need to call on a bard, but the bard's
authority rivals that of the judge. Partly for this reason, bards do make sure that they can serve as
entertainers who amuse the high-born and distract the peasant from their troubles.
Bards also have the standard attributes of bards--they tell stories, sing and write songs, and play
musical instruments. They are also fonts of the knowledge of foreign lands, as their natural love
of travel sends them across the many kingdoms of the Empire.
SKILLS
Acting (PRE) KS: Law (INT) PS: Bard
Area Knowledges (3) Language: Any One PS: One Instrument
CK: Bards (INT) Literacy (INT) PS: Singing
KS: History (INT) Oratory (PRE)
DISADVANTAGES
Hunted: By person who lost a legal case because of him (As Pow, 8-) 10
Rivalry: Professional with equal NPC (may be against another PC bard +5) 5
COURTIER
A courtier is a person, usually of noble birth, who is working in some capacity for a noble lord.
The tasks of a courtier are usually not very difficult and amount to serving a noble in some minor
way (such as a valet, lady-in-waiting, etc.) The life of a courtier is not a difficult one, save that it
rests entirely on the good will of one person--the noble at the head of the court. A lady-in-
waiting can be instantly dismissed, and so it is important for a courtier to be up to date on the
whims of the nobles. A courtier must be in a position to know what is going on in the court and
always be knowledgeable about court gossip, lest he find himself on the wrong side of a dispute.
Courtiers are often (correctly) seen as barnacles on the ship of state, but they are invaluable
people to know as they are deeply connected with the court. The power of a courtier lies in his
ability to talk to the right people and to get things done. At this job they have no peer.
Courtiers may decide to seek knighthood. In order to be qualified for knighthood, a courtier must
first become a squire by learning the basic skills of the squire (see below). Courtiers who become
squires will be subject to a knight.
SKILLS
Conversation (PRE) PS: Courtier 1 Contact (11-)
Gambling (INT) WF: 1 Melee 1 Useful Contact (11-)
High Society (PRE) WF: 1 Missile Language: Lingua Antiqua
Etiquette (PRE) Well-Connected Gentleman
KS: Courtier 1 Contact (11-)
DISADVANTAGES
Reputation (14-, only to members of court) 10
Rivalry (8-, with equally ranked member of court) 5
NORTHERNER
Not all Northerners will be of the "Northerner" class. This describes a person who was raised in a
traditional nomadic life, wandering the northern plains with herd animals and horses. They see
themselves as the true northerners, and they are prejudiced, to varying degrees, against those
who remain tied to one place. Although northerners are part of the Empire and some are
recognized as knights and barons, for the most part they keep their own customs.
Northerners might enter other parts of the Empire to trade, to serve as mercenaries, or simply to
see what all the fuss is about. A player might create a story explaining why the Northerner has
entered society.
By default, the limitations of a Northerner are mild, and you can assume that your character has
had time to assimilate to urban life. However, you can add other disadvantages to play a
character who is truly out of place in the civilized world.
SKILLS
Animal Handler: Equine Riding (DEX) Language: Nordisc
(PRE) Stealth (DEX) WF: Common Melee
AK: High Plains (INT) Survival: Plains WF: Bows
Navigation (INT) Environments (INT) WF: Longbow
PS: Nomad (INT) Trading (PRE)
DISADVANTAGES
Physical Lim: Unfamiliar with normal culture (8-, Great) 10
Psych Lim: Disdainful of non-northerners (8-, Mod)5
ROGUE
Rogues are not necessarily unsavory characters—a rogue could be played as a street performer, a
secret agent, or even a member of the city guard. However, in general their talents tend toward
the shadowy--lockpicking, concealment, and other methods of hiding reality from the
unobservant.
SKILLS
Concealment (DEX) PS: Rogue Streetwise (PRE)
Disguise (PRE) Lockpicking (DEX) Language: 1 Other
Gambling (INT) Shadowing (INT) WF: Swords
KS: Rogue Stealth (DEX) WF: Thrown Weapons
DISADVANTAGES
Hunted by Authorities (More Pow, 8-, Limited to One Region) 10
Reputation, Distrustworthy (8-) 5
SKAIOS
The Skaioi are a strange and occult group who use their own strange disciplines to mold their
minds into eldritch tools. They are the most powerful of all the magicians, and are part of a
single organization with strict rules that are enforced with violence, if need be.
The Order has four levels: apprentice, journeyman, master, and keeper. Apprentices are expected
to remain within the confines of a haven, which is governed by a keeper. A PC skaios is a new
journeyman, who travels in the world to learn but also to further the needs of his haven when
asked.
The word skaios is Hellenic for “left-handed,” because the final initiation into the order takes
place when an apprentice’s right hand is removed. After this, members remain under the Order’s
authority as long as they have physical form.
The Skaioi have allowed themselves to develop a fearsome reputation, and normally wear their
distinctive red robes in all situations, but a member of the order is permitted to change clothing
for a compelling reason. Skaioi maintain their reputation and distinctive clothing so that they do
not need to use their powers: anyone allowed to enter the order understands that power over
reality is a side effect of wisdom, and not a goal in itself. Skaioi do not normally intervene in
political affairs, but the keepers do communicate constantly and show signs of having a larger
agenda.
In game terms, skaioi are limited to certain powers. The structure of the Order is such that
certain sets of abilities are learned before others. The character begins with the abilities of an
apprentice. The character must maintain equal levels of points in each power. At certain points a
member will be expected to learn new abilities as part of his path to mastery.
SKILLS
KS: Skaios
Multipower: 15 points
PS: Skaios
EGO Attack: 1 1/2 d6
Discipline (INT)
Mind Link: 1 Other Person
Language: Hellenic
Telekinesis: 10 STR
Telepathy: 3d6
DISADVANTAGES
Physical Limitation: No Right Hand (Inf, Full) 15
Distinctive Features: Uniform (Easy, Major) 10
SOLDIER
Soldiers are people who have had experience fighting in an army in the Kingdom--either as
levies, mercenaries, or any other kind of organized, large-scale, fighting force. (Note that "large-
scale" could mean as few as 20, and could include informal armies such as town militias.
Soldiers do not have to be male.) A PC soldier is not merely a front-line grunt; he has spent some
time in the service, learned tactics and command, and served as a sergeant or the equivalent.
Soldiers stick together. Thus, a soldier is able to find friends in strange places, calling upon
others for help in unexpected areas. Of course, it is equally likely that at times the character will
be himself (or herself) called on to help another. An unofficial code has developed such that a
soldier will help another soldier he knows under almost any circumstances.
SKILLS
Bureaucratics (PRE) Tactics (INT) CSL: +1 Polearms
KS: Military (INT) WF: Common Melee CSL: +1 Swords
PS: Soldier (INT) WF: Common Missile Language: Lingua Antiqua
Survival: Temperate (INT) CSL: +1 Any Class Contact: Floating (8-)
DISADVANTAGES
DNPC: Random Army Buddies (Normal, 8-) 10
Reputation: Rowdy, Uncouth (8-) 5
SPATHARIUS
The Spatharii are warriors who use mystic powers as much as physical prowess in their training.
Spatharii are noted most for their "oversight" which enables a well-trained Spatharius to see
behind himself--in the dark. Of course, beginning Spatharii begin with only the rudiments of this
ability, but with time and training a Spatharius can develop truly amazing powers.
The Spatharii originally served as the elite guard of the Emperor, but time and civil wars hve
fragmented them into many groups. A large number of Spatharii still serve the Emperor directly,
but many more work in other ways and for other masters. Some claim no master and serve
whenever they feel it is appropriate.
Spatharii are organized into troops which band together and work as a unit. Although a
Spatharius may well be separated from his unit for long periods of time, he will always respond
to his unit's call for help. There is a possible link between the abilities of the Spatharii and the
abilities of the Skaioi. The two groups evolved around the time of the Peacemaker and have
traditionally seen themselves as opposites, although they are free to cooperate.
The Spatharii are named for the spatha, an ancient form of longsword that was once a common
weapon. The forms of ordinary swords have evolved over time, but the highly specialized
techniques of the spatharii couldn’t be adapted to new forms of swords. Thus, the spatha is now
distinctively identified with the spatharii and elaborate rituals and traditions have developed
around it. In game terms, the form includes Leg Sweep, Martial Block, Offensive Strike,
Defensive Strike, Martial Disarm, and +10 STR, only against Disarm (3 points)
A Spatharius is not allowed to carry two spathae until he has acquired the skill Two-Handed
Fighting. Spatharii may carry other weapons, but do not use shields or missile weapons and
avoid the use of other swords except in emergencies.
Spatharii may learn the following talents and powers: Combat Sense, Danger Sense, Lightsleep,
Resistance, Simulate Death, Damage Resistance, Enhanced Senses (plus to PER only), Find
Weakness*, Knockback Resistance, Lack of Weakness, Mental Defense, and Missile
Deflection*. Starred powers must be used with a spatha. In addition, Spatharii can use their
points in Combat Sense as credit for buying Spatial Awareness.
SKILLS
Acrobatics (DEX) Language: Lingua Antiqua CSL: +1, Spathamachia
Breakfall (DEX) WF: Common Melee Ambidexterity (1 level)
KS: Spatharius Defensive Strike
PS: Spatharius Martial Block
DISADVANTAGE
Dedicated to Code of Spatharii (Common, Total) 20
SQUIRE
A squire is a noble civilized fighter. The Empire trains its nobles differently from its common
folk. This difference gives the nobility a different set of skills than the commoners.
Squires serve a variety of roles. Many act as servants and retainers to high-level knights. Others
are expected to travel and prove their worth through acts of bravery. Much depends on the
culture and surroundings of the squire--in the highly populated areas of the Empire there is little
need for a hunter of dangerous creatures, but on the fringes squires will be expected to be more
active as an adventurer.
After serving for many years, a squire may be offered knighthood by a noble. Knighthood comes
with greater power and greater responsibility, and many knights eventually take on a role as the
judge and protector for a village. Not all squires choose this path, and some refuse offers of
knighthood.
A squire who has refused three or more offers of knighthood may choose to begin calling himself
a ranger, which frees him from his vow as a squire. Rangers wander the land in nomadic fashion,
acting either as heroes or as mercenary captains. After three or more refused offers, the squire’s
knight may release him to range. After that point, no noble will offend a ranger by inviting him
into service.
SKILLS
High Society (PRE) Riding (DEX) WF: Lance
KS: Squire Tactics (INT) CSL: +1 with Broadsword
Oratory (PRE) Language: Hellenic Contact: Knight Served (11-)
PS: Squire WF: Common Melee Gentleman
DISADVANTAGES
Social Limitation: Under orders from knight 15
WITCH
Witches are magicians who gain their power by negotiating with the spirits who are present in
almost any situation. Spirits rarely act independently, but witches have learned how to
communicate with them and work with them. Witches use a variety of methods to maintain their
power, the most effective of which is the use of a power focus.
Witches differ from mages in that they do not have to memorize individual spells; their power
comes from their center, not the spells themselves. Their spells must have some bearing on the
spirit they use, but this leaves them with a wide variety of possible effects. However, this
flexibility makes their magic less powerful than that of wizards.
In addition to their magical power, witches learn to communicate with the spirits who are present
everywhere in the Land. A key part of witchcraft is learning how to interact with spirits in order
to gain their help. Every village has at least one witch who is familiar with the local spirits and
who has the vital responsibility of maintaining good relations with them.
SKILLS
Variable Power Pool: KS: Witch (INT) Language: Hellenic
10 pt Pool, 10 pt Control, PS: Witch (INT) Contact: Spirit (11-)
Must use center (-1/2) Paramedic (INT) Contact: Spirit (8-)
x2 END (-1/2) Survival, 1 (INT)
DISADVANTAGES
Dependence: On Uncommon Substance related to Center, 10 VPP/Hour 15
WIZARD
Wizards fit the image most people have of a wizard. Coming from a literate society, they
painstakingly study specific spells and charms to use. Unlike Witches, who may choose any
spell, they are limited to certain pre-chosen powers. However, the power of those spells is
greater than the Witch's power.
Wizards are loosely organized into a Mage's Guild that watches over the conduct of the wizards
as much as is possible with individuals. Any wizard who follows the guidelines of the Mage's
Guild can be guaranteed of training. Of course, there are freelance wizards who will teach others
for terms of their own.
Characters who begin with other classes must apprentice to a wizard in order to learn spells.
Upon taking this apprenticeship they must spend all their earned XP on the wizard package deal
skills until they have acquired them all. They are then free to leave, continue training, or go out
as a novice wizard in the hope that someone will teach them spells.
Characters who learn SC: Wizardry can learn other science skills: Alchemy, END Reserves,
Potions, and perhaps others. In order to create a new spell, a wizard must learn the Inventor skill
from a wizard who already knows the skill.
SKILLS
15 points spells (See) Language: Hellenic SC: Wizardry (11-)
KS: Wizardry (11-) Language: Lingua Antiqua
PS: Wizardry (11-) Literacy (INT)
DISADVANTAGES
Watched by Mages' Guild (More Powerful, Non-Combat Influence, 8-) 10
Occasional headache, nosebleed, or other painful annoyance (8-, Slight) 5