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 possess extraordinary abilities that push the boundaries of possibility. This chapter delves into advanced powers, combat maneuvers, and mechanics for handling superhuman feats.
Energy Points (EP)
Energy Points fuel your hero's special abilities, representing stamina, focus, or cosmic energy.
- Starting EP: 10 + Wisdom or Intelligence modifier.
- Regaining EP: Regain all EP after a long rest and half after a short rest.
Signature Powers
Each hero begins with two signature powers. As you level up, you can unlock additional powers or enhance existing ones.
Power Name | Cost (EP) | Effect |
---|---|---|
Seismic Slam | 3 | Leap 30 feet and create a shockwave that deals 4d6 bludgeoning damage in a 20-ft. radius. |
Energy Barrage | 5 | Fire a volley of blasts, hitting up to 3 targets within 100 feet. Each target takes 3d8 radiant damage. |
Graviton Crush | 6 | Pull all creatures in 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 Dex save for half). |
Ultimate Strike | 10 | Channel all your energy into a single attack, dealing 10d10 damage and ignoring resistances. |
Combat Maneuvers
Heroes can perform dynamic maneuvers during combat to create cinematic moments:
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, make an immediate attack in response. |
Power Boost (3 EP): | Add 1d10 to the damage of any attack or power. |
Last Stand (5 EP): | Immediately regain half your maximum HP (once per long rest). |
Destructive Environments
When battles escalate to city-level destruction, use the following rules to handle collateral damage:
- Environmental Damage: Heroes and enemies can target buildings, vehicles, or terrain. Use the following 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 an environment is destroyed, nearby creatures or objects may take damage (GM's discretion, typically 2d10 to 6d10).
Chapter 4: Enemies and Challenges
Superheroes face off against equally powerful adversaries. This section provides stat blocks and guidance for designing epic battles.
Enemy Stat Blocks
Planetary Destroyer (CR 15):
- 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., 6d10 + 8 bludgeoning damage.
- Energy Beam (Recharge 5–6): A 100-ft. line deals 10d10 radiant damage (DC 18 Dexterity save for half).
Cosmic Warlock (CR 10):
- 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: Casts powerful psychic powers without risking backlash.
-
Actions:
- Chaos Blast: Ranged attack, +8 to hit, range 120 ft., 4d8 psychic damage.
- Reality Tear (Recharge 6): Distorts reality in a 40-ft. radius, forcing all creatures to succeed on a DC 17 Wisdom save or take 6d10 psychic damage and be restrained for 1 minute.
Mutant Horde (CR 5):
- 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., 2d6 + 3 slashing damage per attack.
Chapter 5: Leveling Up
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 Legendary Power (see Appendix), +5 EP. |
Chapter 6: Equipment and Wealth
Even heroes need gear. From cutting-edge technology to cosmic relics, equipment in Role-Finale Heroes enhances abilities, provides utility, and supports heroic feats. Wealth is measured in Credits (₡), the universal currency used across star systems.
Starting Wealth
Each hero begins with 100₡ to purchase starting gear. As adventures progress, wealth can be earned by completing missions, salvaging technology, or acquiring cosmic treasures.
Weapons
Heroes wield a range of weapons, from basic tools to planet-cracking artifacts.
Weapon | Cost (₡) | Damage | Properties |
---|---|---|---|
Energy Blade | 200 | 1d8 radiant | Light, finesse |
Gravity Hammer | 500 | 2d6 bludgeoning | Heavy, crushing blow (+1d6 on crits) |
Plasma Rifle | 750 | 2d8 radiant | Ranged (60/200), overheats (self 1d6 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 suits and shields are critical in surviving catastrophic battles.
Armor | Cost (₡) | AC | Properties |
---|---|---|---|
Light Combat Suit | 100 | 12 + DEX | Lightweight, no stealth penalty |
Powered Exo-Suit | 750 | 15 | Provides +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 combat preparation.
Item | Cost (₡) | Description |
---|---|---|
Universal Communicator | 50 | Allows instant communication across galaxies. |
Medkit | 150 | Restores 2d8 + 2 HP outside of combat. |
Flight Harness | 500 | Grants 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
These rare items offer incredible power but may come with risks.
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. |
Chapter 7: Game Master Tips
The Game Master (GM) is the architect of the adventure, creating epic battles, cosmic mysteries, and dynamic worlds for the players to explore.
Creating Epic Worlds
- Cosmic Scale: Build settings that emphasize the immense power of the characters, from shattered planets to intergalactic empires.
- Threats of Equal Power: Present enemies and obstacles that challenge the heroes' immense abilities, forcing them to think creatively.
- Heroic Impact: Show how the heroes' actions shape the universe, for better or worse.
Managing Combat
- Cinematic Destruction: Encourage players to use the environment, from throwing skyscrapers to creating craters.
- High Stakes: Use time-sensitive scenarios or moral dilemmas to make combat meaningful.
Rewarding Players
- Scaling Rewards: Provide opportunities for heroes to acquire legendary items or unlock godlike powers.
- Narrative Achievements: Highlight their influence on the universe, such as uniting factions or stopping galactic threats.
Appendix 1: Expanded Heroic Powers
Heroes in Role-Finale Heroes possess abilities that transcend the ordinary. This appendix provides an expanded selection of powers for customization, ensuring every hero feels distinct and capable of extraordinary feats.
Offensive Powers
Power Name | Cost (EP) | Effect |
---|---|---|
Solar Flare | 5 | Emit blinding light in a 30-ft. radius. All creatures in range must make a DC 15 Constitution save or be blinded for 1 minute. |
Planet Cracker | 10 | Strike the ground with incredible force, dealing 8d10 force damage in a 60-ft. radius and causing 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 freely. |
Dimensional Slash | 6 | Cut through reality, teleporting to any visible point within 100 ft. and dealing 4d8 slashing damage to all creatures in your path. |
Oblivion Strike | 12 | Focus all your power into a single attack, dealing 10d10 damage. This attack bypasses resistance and immunity. |
Defensive Powers
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 | Temporarily shift out of sync with reality, granting immunity to all 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 for 1 minute or until destroyed. |
Titanic Fortitude | 6 | Gain temporary HP equal to your Constitution modifier x 10. These hit points last for 1 hour. |
Rejuvenation Field | 8 | Emit a healing aura in a 30-ft. radius. All allies regain 5d10 HP. |
Utility Powers
Power Name | Cost (EP) | Effect |
---|---|---|
Flight Mastery | 3 | Increase your flight speed to 120 ft. and gain the ability to hover. |
Graviton Pulse | 4 | Create 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 visited before 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)
Power Name | Cost (EP) | Effect |
---|---|---|
Stellar Annihilation | 20 | Release an explosion of cosmic energy 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 in a 1-mile radius. This can include altering terrain, creating objects, or reversing catastrophic events. |
Eternal Form | 20 | Transform into a godlike state for 1 minute, gaining resistance to all damage, +5 to all attributes, and regeneration of 20 HP per turn. |
Appendix 2: Expanded Enemies and Challenges
Enemy Stat Blocks
Galactic Overlord (CR 20):
- 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 have disadvantage on attack rolls and saving throws.
-
Actions:
- Energy Beam (Recharge 5–6): A 200-ft. line of radiant energy deals 12d10 radiant damage to all in its path (DC 20 Dexterity save for half).
- Gravity Crush: All creatures within 40 ft. must succeed on a DC 18 Strength save or take 6d10 force damage and be restrained.
Void Devourer (CR 15):
- 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., 4d10 + 8 bludgeoning damage.
- Void Scream (Recharge 5–6): All creatures within 60 ft. take 5d10 psychic damage and are frightened (DC 17 Wisdom save).
Quantum Assassin (CR 10):
- 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 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., 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
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 | AC 20; grants resistance to all damage types and immunity to psychic damage. |
Cosmic Vehicles
Vehicle | Cost (₡) | Description |
---|---|---|
Stellar Cruiser | 50,000 | A starship capable of intergalactic travel; contains living quarters and a weapons array. |
Warpcycle | 10,000 | A sleek vehicle with a top speed of 1,000 mph; can phase through obstacles. |
Planetary Dreadnought | 100,000 | A colossal warship armed with devastating weapons, capable of leveling entire planets. |