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table of contents

    Introduction

  • Foundation Edition
  • Materials to Play
  • Regarding Diversity
  • RPG Basics
  • Example Of Roleplaying
  • Gaming Dice
  • Everyday Hero Basics
  • Rolls, Results, And Modifiers
  • Success Rolls
  • Rerolls
  • Advantage and Disadvantage
  • Proficiencies and Expertise
  • GM’s Discretion

    Hero Creation

  • Level
  • Duplicate Proficiencies
  • Origin
  • Ability Modifiers

    Background

  • Activist
  • Bookworm
  • Gamer
  • Juvenile Delinquent
  • Military Tradition
  • Person Of Mystery
  • Ordinary
  • Religious Tradition
  • Rural Family
  • Social Butterfly
  • Survivor
  • Wealthy Family

    Profession

  • Athletics
  • Creative
  • Crime
  • Espionage
  • Finance
  • Journalism
  • Intelligence
  • Medicine
  • Military
  • Politics
  • Private Security
  • Unemployed

    Archetype

  • Strong Heroes
  • Agile Heroes
  • Tough Heroes
  • Smart Heroes
  • Wise Heroes
  • Charming Heroes

    Classes

  • Brawler (Strong Hero)
  • Heavy Gunner (Strong Hero)
  • Scoundrel (Agile Hero)
  • Sharpshooter (Agile Hero)
  • Bodyguard (Tough Hero)
  • Commando (Tough Hero)
  • Hacker (Smart Hero)
  • Scientist (Smart Hero)
  • Master (Wise Hero)
  • Sleuth (Wise Hero)
  • Icon (Charming Hero)
  • Leader (Charming Hero)
  • Finishing Touches
  • Languages
  • Speed
  • Passive Perception
  • Wealth Level
  • Equipment
  • Persona

    Equipment

  • Gear Packs
  • Pocket Stuff
  • Equipment Properties
  • Basic Equipment
  • Advanced Equipment
  • Historical Equipment
  • Improvised Equipment
  • Military Equipment
  • Gear

    Gaining Levels

  • Gaining Levels

    Feats

  • Acquiring Feats
  • Basic Feats
  • Advanced Feats—Minor
  • Advanced Feats—Major
  • Multiclass Feats
  • Strong Hero Multiclass Feats
  • Agile Hero Multiclass Feats
  • Tough Hero Multiclass Feats
  • Smart Hero Multiclass Feats
  • Wise Hero Multiclass Feats
  • Charming Hero Multiclass Feats

    Core Rules

  • Success and Failure
  • Skills
  • Passive Checks
  • Contests
  • Group Challenges
  • Group Contests
  • Helping
  • Saving Throws
  • Strength Saving Throws
  • Dexterity Saving Throws
  • Constitution Saving Throws
  • Intelligence Saving Throws
  • Wisdom Saving Throws
  • Charisma Saving Throws
  • Difficulty Class (DC)
  • Inspiration
  • Typical Difficulty Class Values
  • Conditions
  • Environmental Dangers
  • Blinded
  • Burning
  • Deafened
  • Distracted
  • Exhaustion
  • Frightened
  • Grappled
  • Incapacitated
  • Paralyzed
  • Prone
  • Restrained
  • Sickened
  • Stunned
  • Unconscious

    Combat Rules

  • Hit Points
  • Hit Dice
  • Starting Combat
  • Combat Structure And Time
  • Movement In Combat
  • Actions
  • Bonus Actions
  • Reactions
  • Free Actions
  • Attacking
  • Attack Rolls
  • Damage
  • Armor
  • Ranged Attacks
  • Explosives
  • Cover
  • Breaking Stuff
  • Special Attacks
  • Visibility in Combat
  • Hands

    Chase Rules

  • Chases vs Races
  • Chase Overview
  • Beginning a Chase
  • During a Chase
  • Movement Penalties During A Chase
  • Dropping Out
  • Ending a Chase

    Appendix

  • NPCs
  • Assassin CR 6
  • Bouncer CR 1/4
  • Bounty Hunter CR 5
  • Civilian CR 0
  • Gang Leader CR 5
  • Goon CR 1/2
  • Hitman CR 3
  • Mad Scientist CR 8
  • Mugger CR 1/4
  • Police Officer CR 1
  • Punk CR 1/8
  • Spy CR 2
  • Soldier, Elite CR 4
  • SWAT Officer CR 3
  • Tactical Soldier CR 1/2
  • Thief CR 1/2
  • Ultimate Badass CR 11
  • Zombie CR 1/8
  • Glossary
  • 5e Differences
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