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Austin Hero Point Policy

Hero Points

Donations

Boffers 50-100: Basic boffers that are made to pass size and safety regulations will receive a minimum of 50 HP. Exceptionally well crafted or ultralight boffers can receive a maximum of 100 HP. The HP received for boffers already includes time and money spent.

Spackets 1-1.5 each: This includes Arrow, Alchemy, Grenado, and Spell packets. Spackets that are in high demand will warrant more hero points than in surplus. They should be made to pass safety regulations. Sewn packets will be rewarded on the higher end of the scale. The HP received for spackets already includes time and money spent. Bonuses of 10% for 100 spackets made and 20% for 1000 spackets made.

Donated items 3-4 per $1: Receipts are required for donated items over $5. If no receipt is provided or was not purchased new, the Properties manager will estimate its value.

Donate a discount: If you don't want a $5 discount or are already paying the minimum event fee, you can instead receive 20 hero points. This only applies to the "Bring a first-time Heroic player" discount.

Handmade items: Handmade items beyond Boffers and Spackets will be compensated based on the time spent and cost of materials. Money spent on materials will be awarded according to the Donated Item policy, and time spent will be awarded based on Outside Volunteer Policy. If the quality of an item is inconsistent with the number of hours spent working on it, it is at the discretion of the chapter to award more or less HP for an item.

Volunteering

Outside volunteer work 20 per hour: Includes work done for the Heroic organization not at events, including: creating items (not Boffers or spackets), meetings for plot or Heroic business, writing up documents for the chapter or Heroic organization, work days, and site labor.

Part time NPC/Full time player --: PCs can work 4 hour NPC shifts to receive a registration discount, but are ineligible to receive hero points for it. PCs are expected to NPC from time to time; modules they are not participating in may require more help.

Full time NPC 50 per day: Full time NPCs are players that do not bring a character and do not otherwise gain exp for playing at the game. NPCs who prove themselves to be unreliable over the course of an event may be awarded a lower HP reward at the chapter's discretion. Player characters who are receiving EXP are not eligible to recieve HP even when they NPC.

Head Tavernkeep PC 50 per day: The Head Tavernkeep is a PC who gives up enough of his time to serve food at the event. NPCs that assist or Head tavern duties may be considered for bonus HP beyond their normal event NPC points at the discretion of the Chapter Director.

Full time NPC and Plot 75 per day: Plot team members are expected to run modules under the head of plot in addition to any NPC work at an event. Plot meetings outside of events are covered as Outside Volunteer work.

Head of Plot 5 per player per day: Head of Plot is expected to manage the campaign story and run modules. Plot meetings, module writing, plot submissions and documentation writing outside of events is covered as Outside Volunteer work.

Property Manager 5 per player per day: Property Manager is expected to keep the site playable and props usable. Efforts above and beyond maintenance and upkeep, such as work days, will be awarded as Outside Volunteer work.

Logistics Manager 5 per player per day: Expected to manage check-in/out, tag production, and money collection issues at events.

Chapter Director 100 per day: Expected to attend board meetings, keep up to date policy information, deposit collected money into chapter bank account, and award hero points.

*Borrowed from Nebraska HP Policy

Sanctioned Nation: Thalonian Empire

Thalonian Empire

Easily the largest and most populous nation, the Thalonian Empire is constantly seeking to expand their territory and establish new colonies at its borders. While the capital city is very far away, there is still an expansive network of connected cities under common rule. The empire has a wealth of information and trade goods available, but it takes a long time to reach the Nexus. They consider themselves righteous and justified, and have no room in their society for liars, thieves or traitors. Holding themselves to a high moral standard, they vehemently oppose necromancy and any who do not destroy abominations.

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New Characters may choose to start as a Thalonian Imperial *

Typical Clothing:
Anywhere from plain commoner clothing to expensive nobleman's dress. Steel and brass armor. Like to have one or more well crafted items; intricate and detailed jewelery, armor or clothing.

Typical Specialties:
Spear and shield, curved blades. Engineering and Other Craftsman Skills. Spirit magic is the most common school here.

Recommended Races:
Satyrkin, Orcs, Gnomes and Humans.

Recommended Cultures:
Citizen - As a member of a large heavily structured empire, most people follow the rules and help everything run smoothly.

Aristocrat - Many of the colonies have lesser nobles to keep local affairs in order. While they might have less weight in the capital, they consider themselves high ranking among the locals.

Rustic - On colonies further from the center of the empire, people have to rely more on their own merit and hard work to develop the land into something livable.

Only imperials may purchase this skill:
Lore (Thalonian Empire) -This represents progression within the empire, advancement and new responsibilities. May be used to gain favors and contacts with the Thalonians.

* Recommended options are intended as a starting point to create a new character but are by no means the only possibilities.

Back to Shattered Nexus Game page
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Sanctioned Nation: Sun-Settlers

Sun-Settlers

Having taken up residence in the Nexus only half a century ago, the origin of this wanderer tribe is hard to pinpoint. In search of magical lore and a good party, they are seen as whimsical and cheerful by the other nations. But when push comes to shove, their knowledge of spellwork and ritual magic is unparalleled. The Nexus’s unique properties have forced them to settle for much longer than they prefer, but the wealth of information arising from this most recent research project has made it worthwhile.

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New Characters may choose to start as a Sun-Settler *

Typical Clothing:
Loose and colorful. They do not frequently wear armor. Robes, cloaks, and sashes are not out of place.

Typical Specialties:
Any magic school (Spirit, Elemental, or Nature) and magical Production (Potions, Thamaugraphy, or Runes). Combat should not be forgotten though; Staff, Small Weapon, and Dexterity armor are highly valued.

Recommended Races:
Elves of the Sun, Halflings, The Hunted, and Humans.

Recommended Cultures:
Scholar - Studious and well learned, they maintain dedication to magical arts and the written word.

Wanderer - Always travelling and moving to new locations in search of wisdom and prosperity.

Seafarer - Only a couple of generations ago, the Sun-settlers travelled across the great ocean to reach this continent. The seafaring ways of life are still passed on to the longer lived or more old-fashioned of the settlers.

Only tribesmen may purchase this skill:
Lore (Sun-Settlers) -This represents progression within the group, advancement and new responsibilities. May be used to gain favors and influence with the Sun-settlers.

* Recommended options are intended as a starting point to create a new character but are by no means the only possibilities.

Back to Shattered Nexus Game page
Back to Heroic Austin page

Sanctioned Nation: Curatorium

Curatorium

“We oversee, we safeguard. We keep at rest that which shouldn’t be disturbed”

The vast cave network underneath the Nexus has seemingly always been the home of the sun-shy races. The allegiance known as the Curatorium knows many more of the mysteries of the Nexus than they are willing to divulge to the other nations or the young and reckless of their own. They have studied it and established their own magical and military defenses to keep a semblance of stability and to provide the water that keeps the oasis flourishing. They prefer their regime of stoic discipline and silence over the deceitful political games of the other nations.

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New Characters may choose to start as a Curator *

Typical Clothing:
Segmented armor such as brigandine, scale mail, or lamellar. Greys, blues, and maroons for hiding in shadows.

Typical Specialties:
Blunt weapons and axes. Preferred magic is Elemental. Thamaugraphy and Smithing important as well.

Recommended Races:
Stone Dwarves, Elves of Darkness and Humans.

Recommended Cultures:
Soldier - Mandatory enlistment to perform sentry patrols in the caves for almost all Curators.

Seafarer - The caves providing water to the Nexus’s oasis are under the protection of Curators, who must maintain and travel through it. Many choose the swimming and unarmored route.

Scholar - The learning of high elemental magic and translation of long forgotten tomes requires teams dedicated to study.

Only Curators may purchase this skill:
Lore (Curatorium) -This represents progression within the country, build trust and earn new responsibilities. May be used to gain favors and secrets from the Curators.

* Recommended options are intended as a starting point to create a new character but are by no means the only possibilities.

Back to Shattered Nexus Game page
Back to Heroic Austin page

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