Heroes Edition
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What is Role-Finale: Heroes Edition?
Role-Finale: Heroes Edition is an adaptation of the Role-Finale Lite ruleset, designed for epic adventures in a world of superpowered champions. Whether you’re unleashing earth-shattering energy attacks, defending cities from colossal threats, or racing faster than light to save the day, this version brings streamlined mechanics for high-powered action and storytelling.
With rules tailored for larger-than-life abilities, Heroes Edition retains the simplicity of Role-Finale Lite while introducing unique features like godlike powers, world-breaking combat, and the moral complexities of wielding immense strength in a fragile world.
Step into a universe of limitless potential with Role-Finale: Heroes Edition—where the only limits are your imagination and the stars are your battlefield.
Heroes Edition Introduction
Role-Finale Heroes is a tabletop role-playing game that lets you step into the shoes of powerful beings capable of reshaping the world—or even the universe—with their incredible abilities. From unleashing devastating energy blasts to lifting mountains or defending entire cities from catastrophic threats, Role-Finale Heroes delivers action-packed storytelling and unparalleled power fantasy.
Why Choose Role-Finale Heroes?
- Unleash Your Power: Play as beings with abilities beyond imagination, from manipulating elements to defying gravity or bending reality itself.
- Epic Battles: Face off against titanic foes, obliterate obstacles, and push your strength to the absolute limit.
- Simple Yet Expansive: With streamlined rules inspired by Role-Finale Lite, this system emphasizes storytelling and creativity while allowing room for legendary-scale feats.
What Makes Role-Finale Heroes Unique?
- Over-the-Top Action: Characters perform incredible feats like vaporizing mountains, racing at supersonic speeds, or launching energy attacks that shatter entire fleets.
- Limitless Progression: Start as a rising hero and grow into a galactic-level champion capable of altering the fate of the universe.
- Dynamic Combat: Combine physical prowess, superhuman abilities, and tactical ingenuity to overcome challenges and adversaries.
Rules of Role-Finale Heroes
Chapter 1: Creating Your Character
Step 1: Establish Attributes
Every hero has six core attributes representing their raw physical, mental, and cosmic potential:
Attribute | Description |
---|---|
Strength (STR): | Pure physical power. Determines melee damage and lifting capacity. |
Dexterity (DEX): | Reflexes, agility, and speed. Essential for dodging attacks. |
Constitution (CON): | Physical durability and stamina. Determines your resilience. |
Intelligence (INT): | Knowledge, analysis, and strategy. Affects tactical abilities. |
Wisdom (WIS): | Perception, insight, and supernatural awareness. |
Charisma (CHA): | Leadership and presence. Key for inspiring allies or intimidating foes. |
- Roll 4d6, drop the lowest die for each attribute, or distribute 72 points across attributes, with a maximum score of 18.
- Use this table for modifiers:
Score | Modifier |
---|---|
3 | -2 |
4–6 | -1 |
7–14 | 0 |
15–17 | +1 |
18 | +2 |
Step 2: Choose a Role (Origin)
Your role reflects your origin and the source of your incredible powers.
Role | Traits |
---|---|
Celestial Being: | Gain +2 CON and resistance to radiant damage. |
Genetic Superhuman: | Gain +2 STR and +1 DEX. Can survive in the vacuum of space. |
Energy Manipulator: | Gain +2 CHA and an energy blast attack (1d10, range 100 ft.). |
Mutated Warrior: | Gain +2 STR and natural regeneration (heal 1d6 per turn). |
Step 3: Select a Class (Specialization)
Classes define your unique abilities and role in the team.
Class | Features |
---|---|
Titan: | Masters of strength and durability. Gain Colossal Strike (deal +1d8 damage with melee attacks). Hit Die: d12. |
Blaster: | Experts in ranged energy attacks. Gain Overload Blast (add 1d6 to energy damage once per short rest). Hit Die: d10. |
Speedster: | Superhumanly fast. Gain Rapid Strike (make an additional melee attack as a bonus action). Hit Die: d8. |
Psychic: | Wielders of mental and reality-altering powers. Gain access to Mind Over Matter (levitate, telekinetically move objects). Hit Die: d6. |
Step 4: Calculate Stats
- Hit Points (HP): Maximum roll of your class's hit die + Constitution modifier at level 1.
- Armor Class (AC): 10 + Dexterity modifier, modified by armor or natural defenses.
- Energy Points (EP): 10 + Wisdom or Intelligence modifier. Used to fuel special powers.
- Speed: Defined by your class and any abilities. (Most heroes start with 40 feet.)
Step 5: Choose Powers
At character creation, choose two signature powers from your role or class. These powers define your hero's unique abilities.
Example Powers | Effect |
---|---|
Meteor Punch: | Melee attack that deals 4d8 damage to a single target. |
Shockwave Smash: | Creates a 20-ft. radius shockwave, dealing 3d6 force damage to all creatures within range. |
Flight: | Gain a flying speed of 60 feet. |
Energy Beam: | Ranged attack (120 ft.) dealing 5d6 radiant damage. |
Step 6: Purchase Equipment
While most heroes rely on their powers, advanced technology and gear can augment their abilities. You start with 50 Credits (₡) to purchase items. See Chapter 6: Equipment.
Chapter 2: Core Mechanics
Ability Checks
When attempting an action, roll a d20 and add the appropriate attribute modifier. The result must meet or exceed the Difficulty Class (DC):
Standard DCs |
---|
Easy: 10 |
Moderate: 15 |
Hard: 20 |
Combat Basics
Combat is fast and destructive, emphasizing cinematic action.
- Initiative: Roll a d20 + Dexterity modifier to determine turn order.
- Attacking: Roll a d20 + proficiency bonus + relevant modifier. If the result meets or exceeds the target’s AC, the attack hits.
- Damage: Roll the weapon or power’s damage die and add the relevant modifier.
| Critical Hits: A natural 20 doubles the damage dice.
| Critical Failures: A natural 1 may cause unintended effects, as determined by the GM.
Chapter 3: Advanced Powers and Combat Mechanics
In Role-Finale Heroes, characters wield incredible abilities that defy the limits of ordinary strength. This chapter explores advanced powers, combat techniques, and the mechanics for executing superhuman feats.
Energy Points (EP)
Energy Points represent the source of your hero's power, whether drawn from stamina, focus, or a cosmic force.
- Starting EP: 10 + your Wisdom or Intelligence modifier.
- Regaining EP: Regain all EP after a long rest, and half your maximum EP after a short rest.
Signature Powers
Every hero starts with two signature powers. As they level up, they can unlock new abilities or enhance existing ones.
Power Name | Cost (EP) | Effect |
---|---|---|
Seismic Slam | 3 | Leap 30 feet and unleash a shockwave, dealing 4d6 bludgeoning damage in a 20-ft. radius. |
Energy Barrage | 5 | Fire a volley of blasts at up to 3 targets within 100 feet. Each target takes 3d8 radiant damage. |
Graviton Crush | 6 | Pull all creatures within a 30-ft. radius toward you. Targets must succeed on a DC 15 Strength save or take 4d10 force damage. |
Blazing Nova | 8 | Emit an explosion of fire in a 40-ft. radius, dealing 6d10 fire damage to all creatures (DC 16 Dexterity save for half). |
Ultimate Strike | 10 | Channel all your energy into one devastating attack, dealing 10d10 damage and ignoring all resistances. |
Combat Maneuvers
Heroes can perform dynamic combat maneuvers to create thrilling and cinematic moments on the battlefield.
Maneuver | Effect |
---|---|
Deflect (1 EP): | As a reaction, reduce the damage of a ranged attack by 1d10 + DEX modifier. |
Counterattack (2 EP): | If an enemy misses you with a melee attack, you can immediately make an attack in response. |
Power Boost (3 EP): | Add 1d10 to the damage of any attack or power. |
Last Stand (5 EP): | Instantly regain half your maximum HP (usable once per long rest). |
Destructive Environments
When battles escalate to catastrophic levels, the environment itself becomes a factor in the action. Use the following rules to manage large-scale destruction:
- Environmental Damage: Heroes and enemies can target buildings, vehicles, or terrain during combat. Use these AC and HP guidelines for structures:
Structure | AC | HP |
---|---|---|
Small Building | 10 | 50 |
Large Building | 12 | 150 |
Skyscraper | 14 | 500 |
Mountain or Landmark | 15 | 1,000 |
- Chain Reactions: If a structure or environment is destroyed, nearby creatures or objects may take damage. The GM can assign collateral damage ranging from 2d10 to 6d10, depending on the severity of the destruction.
Chapter 4: Enemies and Challenges
Superheroes are defined by the adversaries they face, and in Role-Finale Heroes, enemies are as formidable and awe-inspiring as the heroes themselves. This chapter offers stat blocks and guidance for creating epic, high-stakes encounters.
Enemy Stat Blocks
Planetary Destroyer (CR 15)
A towering colossus designed to obliterate worlds and strike fear into the most powerful heroes.
- AC: 20 (Heavy Plating)
- HP: 500 (50d10)
- Speed: 60 ft., fly 120 ft.
- Abilities: STR +8, DEX +2, CON +6, INT +0, WIS +2, CHA +5
Traits:
- Unstoppable: Immune to fire, poison, and psychic damage.
- Regeneration: Regains 20 HP at the start of its turn.
Actions:
- Titanic Smash: Melee Weapon Attack, +12 to hit, reach 20 ft., deals 6d10 + 8 bludgeoning damage.
- Energy Beam (Recharge 5–6): Fires a devastating beam in a 100-ft. line. Each creature in the line must make a DC 18 Dexterity saving throw, taking 10d10 radiant damage on a failed save or half as much on a success.
Cosmic Warlock (CR 10)
A master of arcane energies and psychic domination, wielding powers that reshape reality.
- AC: 17 (Warp Shield)
- HP: 200 (20d8 + 80)
- Speed: 30 ft., fly 60 ft.
- Abilities: STR +0, DEX +2, CON +4, INT +5, WIS +3, CHA +6
Traits:
- Warp Mastery: Can cast powerful psychic abilities without suffering backlash effects.
Actions:
- Chaos Blast: Ranged Spell Attack, +8 to hit, range 120 ft., deals 4d8 psychic damage.
- Reality Tear (Recharge 6): Distorts reality in a 40-ft. radius. All creatures within the area must succeed on a DC 17 Wisdom saving throw or take 6d10 psychic damage and become restrained for 1 minute.
Mutant Horde (CR 5)
A mass of twisted mutants swarming together, overwhelming enemies through sheer numbers.
- AC: 13 (Natural Armor)
- HP: 150 (10d10 + 40)
- Speed: 30 ft.
- Abilities: STR +3, DEX +1, CON +4, INT -2, WIS +0, CHA -1
Traits:
- Overwhelming Numbers: The horde occupies a 20-ft. space and can make one attack for every 5 HP it has left.
Actions:
- Mass Claw Attack: Melee Weapon Attack, +6 to hit, reach 10 ft., deals 2d6 + 3 slashing damage per attack.
Designing Epic Battles
To craft memorable encounters:
- Balance the Stakes: Ensure enemies challenge the party without overwhelming them unless the narrative calls for a desperate fight.
- Leverage the Environment: Use destructible terrain, hazards, or objectives to add complexity to battles.
- Create Dynamic Combat: Incorporate enemies with unique abilities and mechanics to keep players engaged.
Let these foes test the limits of your heroes’ strength and set the stage for cinematic, world-shaking confrontations.
Chapter 5: Leveling Up
As heroes grow in strength and experience, they unlock incredible new abilities and become even more formidable. The table below outlines the experience points (XP) required to advance levels and the perks gained at each milestone.
Level | XP to Next Level | Perks |
---|---|---|
1 | 300 | Gain one additional power, +1 EP. |
2 | 600 | Unlock Advanced Powers, +1 to any attribute. |
3 | 1,800 | Gain another signature power, +1 EP. |
4 | 3,800 | Increase HP and EP by class bonuses, +2 to one attribute. |
5 | 7,500 | Gain a Legendary Power (see Appendix), +5 EP. |
Key Leveling Features
-
Powers and Abilities:
- Heroes gain signature and advanced powers that significantly enhance their combat capabilities.
- Legendary Powers are the pinnacle of a hero’s abilities, representing their ultimate potential.
-
Attribute Improvements:
- Attribute boosts allow heroes to refine their strengths or mitigate weaknesses.
-
Health and Energy Growth:
- Each level increases your character’s endurance and capacity to perform heroic feats, ensuring survival in more challenging encounters.
By advancing through these levels, heroes ascend to incredible heights, ready to face adversaries capable of shaking the very fabric of existence.

Chapter 6: Equipment and Wealth
Even the mightiest heroes need equipment to match their incredible powers. From advanced technology to ancient cosmic artifacts, gear in Role-Finale Heroes enhances abilities, provides critical tools, and ensures survival in the harshest of battles. Wealth is measured in Credits (₡), the universal currency of the galaxy.
Starting Wealth
Each hero begins with 100₡ to purchase essential starting gear. As they embark on their adventures, heroes can earn wealth by completing missions, salvaging advanced technology, or uncovering rare cosmic treasures.
Weapons
Heroes wield an array of weapons, ranging from precise tools to planet-shattering armaments.
Weapon | Cost (₡) | Damage | Properties |
---|---|---|---|
Energy Blade | 200 | 1d8 radiant | Light, finesse |
Gravity Hammer | 500 | 2d6 bludgeoning | Heavy, crushing blow (+1d6 damage on critical hits) |
Plasma Rifle | 750 | 2d8 radiant | Ranged (60/200), overheats (self 1d6 damage on natural 1) |
Cosmic Staff | 1,200 | 1d10 force | Reach, adds +1 to spell attack rolls |
Planetbreaker Cannon | 3,000 | 4d10 explosive | Ranged (120/500), requires two turns to recharge |
Armor
Protective gear is vital for surviving the devastating threats heroes face.
Armor | Cost (₡) | AC | Properties |
---|---|---|---|
Light Combat Suit | 100 | 12 + DEX | Lightweight, no stealth penalty |
Powered Exo-Suit | 750 | 15 | Grants +2 STR, disadvantage on stealth checks |
Energy Shield | 1,000 | +2 AC | Requires activation (lasts 1 minute per charge) |
Celestial Armor | 3,000 | 18 | Immune to fire and cold damage |
Adventuring Gear
Essential tools for exploration and preparation are invaluable for heroes.
Item | Cost (₡) | Description |
---|---|---|
Universal Communicator | 50 | Allows instant communication across galaxies. |
Medkit | 150 | Restores 2d8 + 2 HP outside of combat. |
Flight Harness | 500 | Grants a flying speed of 60 ft. for 1 hour per charge. |
Energy Generator | 750 | Recharges EP, restoring 1d8 EP per short rest. |
Dimensional Beacon | 1,500 | Teleports the user to a designated safe location. |
Relics and Legendary Equipment
Rare and immensely powerful, relics and legendary gear grant heroes unparalleled abilities, often at a cost.
Relic | Cost (₡) | Effect |
---|---|---|
Starforged Gauntlets | 5,000 | Adds +2 to STR and allows unarmed strikes to deal 2d8 damage. |
Infinity Shard | 10,000 | Allows a single wish-like effect once per day. |
Nova Core | 8,000 | Grants 20 temporary EP but causes exhaustion if depleted. |
With the right equipment, heroes can take on challenges that would shake the very cosmos. Choose wisely, for the tools you wield will shape your destiny.
Chapter 7: Game Master Tips
As the Game Master (GM), you are the visionary architect behind the adventure, weaving epic battles, cosmic mysteries, and vast worlds for the players to explore. This chapter provides guidance to create an unforgettable experience in Role-Finale Heroes.
Creating Epic Worlds
Designing a world for heroes of unimaginable power requires scale, depth, and dynamic storytelling.
- Cosmic Scale: Craft settings that reflect the magnitude of the heroes' strength, such as shattered planets, intergalactic empires, or celestial battlefields.
- Equal Threats: Introduce enemies and challenges that test the heroes’ abilities, encouraging clever strategies and teamwork.
- Heroic Impact: Ensure the heroes’ decisions leave lasting marks on the universe, whether by uniting warring factions or inadvertently causing galactic upheaval.
Managing Combat
Combat in a world of superpowered beings should feel as grand and dramatic as the heroes themselves.
- Cinematic Destruction: Encourage the use of the environment in battle—throwing skyscrapers, toppling mountains, or causing shockwaves. Let the action feel larger-than-life.
- High Stakes: Incorporate urgency or moral dilemmas into combat encounters, such as protecting civilians or stopping a ticking doomsday device. These elements keep fights meaningful and engaging.
Rewarding Players
Acknowledging the heroes’ accomplishments is key to maintaining excitement and immersion.
- Scaling Rewards: Offer legendary items, advanced powers, or cosmic relics as rewards for major achievements.
- Narrative Influence: Highlight how the heroes' actions shape the universe—whether by saving star systems, creating alliances, or averting apocalyptic threats.
By focusing on the grandeur and consequences of the heroes’ journey, you can craft an immersive and exhilarating experience worthy of their incredible powers.
Appendix 1: Expanded Heroic Powers
In Role-Finale Heroes, characters possess abilities that shatter the limits of possibility. This appendix expands the available powers, offering a wealth of options to make each hero unique and truly extraordinary.
Offensive Powers
These powers unleash devastating attacks, reshaping battlefields and overwhelming foes.
Power Name | Cost (EP) | Effect |
---|---|---|
Solar Flare | 5 | Emit a blinding light in a 30-ft. radius. All creatures in range must succeed on a DC 15 Constitution save or be blinded for 1 minute. |
Planet Cracker | 10 | Strike the ground with immense force, dealing 8d10 force damage in a 60-ft. radius and creating a 20-ft. deep crater. |
Infinity Barrage | 8 | Fire up to 5 radiant blasts at targets within 120 ft., each dealing 3d8 radiant damage. Targets can be chosen individually. |
Dimensional Slash | 6 | Cut through the fabric of reality, teleporting to any visible point within 100 ft. and dealing 4d8 slashing damage to creatures in your path. |
Oblivion Strike | 12 | Channel immense power into a single attack, dealing 10d10 damage. This attack ignores all resistances and immunities. |
Defensive Powers
Protect yourself and your allies with impenetrable defenses and restorative abilities.
Power Name | Cost (EP) | Effect |
---|---|---|
Aegis of Eternity | 6 | Create a shimmering barrier that grants you and all allies within 10 ft. resistance to all damage for 3 rounds. |
Phase Shift | 4 | Shift out of sync with reality, granting immunity to physical attacks until the start of your next turn. |
Energy Barrier | 5 | Summon a 15-ft. wide wall of energy that absorbs 40 damage before dissipating. Lasts 1 minute or until destroyed. |
Titanic Fortitude | 6 | Gain temporary HP equal to your Constitution modifier × 10. These hit points last for 1 hour. |
Rejuvenation Field | 8 | Emit a healing aura in a 30-ft. radius. All allies in range regain 5d10 HP. |
Utility Powers
These abilities enhance mobility, perception, and versatility in and out of combat.
Power Name | Cost (EP) | Effect |
---|---|---|
Flight Mastery | 3 | Increase your flight speed to 120 ft. and gain the ability to hover. |
Graviton Pulse | 4 | Generate a gravitational pull, dragging all creatures within 40 ft. 10 ft. closer to you. |
Warp Sense | 2 | Detect all creatures and objects within 100 ft., even through walls. |
Cosmic Recall | 8 | Instantly teleport to a location you’ve previously visited within 1,000 miles. |
Temporal Shift | 10 | Stop time for all creatures except yourself for 1 round. During this time, you can move and act freely. |
Legendary Powers (Unlocked at Level 5)
These unparalleled abilities represent the apex of heroism, reserved for those who have reached legendary status.
Power Name | Cost (EP) | Effect |
---|---|---|
Stellar Annihilation | 20 | Unleash a cosmic explosion in a 100-ft. radius. All creatures take 12d10 radiant damage (DC 18 Constitution save for half). |
Reality Rewrite | 25 | Once per day, reshape reality within a 1-mile radius. Alter terrain, create objects, or reverse catastrophic events as you see fit. |
Eternal Form | 20 | Enter a godlike state for 1 minute. Gain resistance to all damage, +5 to all attributes, and regenerate 20 HP at the start of each turn. |
With these powers, heroes can face any challenge, ensuring every battle feels epic and every moment resonates with their unparalleled potential.
Appendix 2: Expanded Enemies and Challenges
This section expands on enemy stat blocks to challenge heroes of all power levels, introducing epic adversaries capable of rivaling their godlike abilities.
Enemy Stat Blocks
Galactic Overlord (CR 20)
A supreme tyrant with unmatched power, the Galactic Overlord commands destruction on a cosmic scale.
- AC: 22 (Divine Armor)
- HP: 800 (80d10 + 320)
- Speed: 50 ft., fly 100 ft.
- Abilities: STR +6, DEX +3, CON +8, INT +4, WIS +5, CHA +6
Traits:
- Cosmic Regeneration: Regains 50 HP at the start of its turn unless reduced to 0 HP by a Legendary Power.
- Aura of Despair: All creatures within 30 ft. must succeed on a DC 18 Wisdom save or suffer disadvantage on attack rolls and saving throws.
Actions:
- Energy Beam (Recharge 5–6): Fires a 200-ft. line of radiant energy, dealing 12d10 radiant damage to all in its path (DC 20 Dexterity save for half).
- Gravity Crush: All creatures within 40 ft. must make a DC 18 Strength save or take 6d10 force damage and become restrained.
Void Devourer (CR 15)
A massive, all-consuming creature that leaves nothing but emptiness in its wake.
- AC: 18 (Natural Armor)
- HP: 600 (50d10 + 200)
- Speed: Fly 80 ft.
- Abilities: STR +8, DEX +2, CON +7, INT -2, WIS +3, CHA +0
Traits:
- Void Hunger: Creatures reduced to 0 HP by the Void Devourer are consumed and cannot be revived except by Legendary Powers.
Actions:
- Tentacle Swipe: Melee Weapon Attack, +10 to hit, reach 30 ft., dealing 4d10 + 8 bludgeoning damage.
- Void Scream (Recharge 5–6): Emits a devastating psychic scream. All creatures within 60 ft. take 5d10 psychic damage and must succeed on a DC 17 Wisdom save or be frightened.
Quantum Assassin (CR 10)
An elite killer who manipulates time and space to outmaneuver and eliminate targets with deadly precision.
- AC: 20 (Stealth Field)
- HP: 250 (25d10 + 50)
- Speed: 60 ft., teleport 30 ft.
- Abilities: STR +3, DEX +5, CON +2, INT +4, WIS +1, CHA +3
Traits:
- Stealth Field: Cannot be targeted by ranged attacks unless the attacker is within 30 ft.
- Assassin’s Precision: Critical hits deal triple damage instead of double.
Actions:
- Shadow Strike: Melee Weapon Attack, +9 to hit, reach 5 ft., dealing 6d8 + 5 slashing damage.
- Phase Shift: Teleports up to 60 ft. and gains advantage on all attacks until the end of its next turn.
Appendix 3: Relics and Cosmic Equipment
This section introduces powerful relics and advanced technology to enhance heroes’ capabilities. From legendary artifacts to awe-inspiring vehicles, these tools allow players to elevate their adventures to cosmic proportions.
Legendary Relics
Relic | Cost (₡) | Effect |
---|---|---|
Starheart Crystal | 20,000 | Grants the ability to cast Reality Rewrite once per long rest. |
Infinity Gauntlet | 25,000 | Allows the wielder to use any Legendary Power without spending EP. |
Eclipse Armor | 15,000 | Provides AC 20, resistance to all damage types, and immunity to psychic damage. |
Cosmic Vehicles
Vehicle | Cost (₡) | Description |
---|---|---|
Stellar Cruiser | 50,000 | A versatile starship capable of intergalactic travel. Includes living quarters and a weapons array. |
Warpcycle | 10,000 | A sleek, high-speed vehicle capable of reaching 1,000 mph. Can phase through obstacles. |
Planetary Dreadnought | 100,000 | A massive warship equipped with devastating weaponry, capable of leveling entire planets. |
Using Relics and Vehicles
These powerful tools are rare and often the reward for epic quests or monumental achievements. Their inclusion in a campaign should reflect the grand stakes and scale of the heroes’ adventures, reinforcing their role as legendary figures in the universe.
