Chapter IV - Hero Points (HPs) & Advancing (Leveling)This is a featured page


Gaining HPs

Hero Points, or HPs, are stock-piled in your Team Reserve. These HPs are used to improve your characters and enlist new members. They are achieved through small scenarios or through longer campaigns, as well as opportunities to gain more.

1.)Defeating Characters: When you defeat enemy characters, you gain HP's for your Team Reserve. You gain HP's equal to half the defeated characters Point Value. For example, Captain Americas team, The Force of Justice, defeats Experienced Sabretooth. Sabretooth is worth 51 points, so The Force of Justice receives 25HPs for their Team Reserve (always round numbers down). If one of your team members defeats one of his Arch-Enemies, then the team receives HPs equal to the defeated characters full Point Value. So if Force of Justice member Wolverine defeated Sabretooth, the Force would gain 51 HP's (equal to Sabretooth's Point Value) instead of 25.

2.)Defeating Enemy Teams: If, following a scenario, your team defeated the majority of the opposing team, your team is awarded a 50HPs bonus to add to their Team Reserve. Majority equals the following: (Team of 2: Must defeat both; 3: defeat 2; 4: defeat 3; 5; defeat 3; 6: defeat 4; 7: defeat 5; etc.)

3.)Accomplishing Scenario: If you are playing a specific scenario, where a goal is set (such as retrieve a certain object, or rescue a specific character), then you receive bonus HP's for completion. If your alignment (good or evil) wins, you receive a bonus of 25HPs to your Team Reserve. If your specific team was responsible for the win (i.e. one of your members retrieves the item, etc.), then you receive an additional 25HPs (for 50HPs total) for your Team Reserve.

4.)Training Missions: You can opt to do mini Training missions to work on your team members abilities. This can be as simple as having your Team Members fight each other in small closed areas, or doing full blown Danger Room style scenarios. You can not try and kill your own team mates (why would you?) and a KO isn't considered a KO, merely the end of that training session. All characters who take part in training missions receive ¼ of their own Points Value (their Points Value multiplied by .25) to add to your Team Reserve.

5.) Bonus Hero Points: You can gain bonus HP's by doing little task, now these HP's are determined by the Creator. How to determine the amount is based on how difficult the task is. (Example: Your character / group assist the Local Fire Department put out a fire.+10 HP's)


Spending Your HPs

1.) Hero Points:HPs are spent to improve your team/character. This is done to either seek out new members or train existing members to improve their Status Levels. HPs are also used to purchase Feats and other items.

2.)Advancing/Leveling: In Clix Campaign the character you choose can advance in levels and fame. To move up to the next Level (i.e. from Rookie to Experienced ), costs 100 /per level + the Point total on the base of the desired Level.(i.e. so if your character's points are 47 and you are a Rookie, in order to move to Experienced you must spend, 100 Rk lvl + 100 Exp lvl + 47 Point value on base of character = 247HP's)

3.) Adding New Members: As your team progresses, you are going to want to add new members to your outfit. To do so costs HPs. But there are several rules one must follow to bring in new members. Also, new characters
enlisted are enlisted at their Rookie Level. (See Table Below)

Recruiting Member Chart
1.) Your Leader Must Be At Least Experienced. You cannot approach new members until your Team Leader has upgraded to at least Experienced (Blue). Other characters aren't going to want to join a new group lead by a Rookie!
2.) You Must Successfully Convince Them To Join! Some characters may not want to join your group! It is up to your Team Leader to convince them to join. If the desired new characters Points Value is less than your Leaders Point Value, they will automatically join your team. They are impressed enough that they are eager to provide your skills. If the desired characters Point Value is equal to or higher than your Leaders, then they aren't fully convinced they should join your team. To convince them, your Leader must make a Plea for Membership roll. This is simply a roll using your Attack versus the desired characters Defence. No powers are to be used. You can spend additional HPs to convince them. For each 50 you spend, you can add one (1) to your Leaders Attack for this Plea for Membership.

For example: Your character wants to try and convincer targeted character to join his new outfit.Your character (who is now Experienced), is valued at 68. The targeted characters value is at 103, quite a bit higher than your character.Your character's Attack is 10, versus the targeted character's Defence of 14.Your character really wants The targeted characters strength for the team, so he spends 50HPs to raise his Attack to 11. He rolls a 7 (4 + 3 on two dice), making his Plea roll a total of 18 (11 + 7), which beats the targeted characters Defence of 14. The targeted character agrees to join!

Notes on Failing a Plea for Membership: If you fail a roll for a Plea for Membership, your Leader cannot approach that same character again for Membership until your Leader reaches the next Level. So if your character is Experienced and failed his Plea, he wouldn't be able to approach the targeted character again until your character reached Veteran (Red). If your Leader is already at his maximum Level (Veteran or, in some cases, Unique), then he can not attempt that character again. The desired new member simply has no interest in your group. Note: If a double roll of 1 (a normal Critical Miss) is ever rolled while attempting a Plea for Membership, your Leader has insulted the desired character. That character will never again be able to be approached for membership and will harbour resentment towards that character and his team. He will never assist that team in a fight!
3.) Once you have convinced a new character to join your team, you must now spend equal to his Points Value to secure his membership.
*Note*: If you are enlisting a character who has left a previous team, you enlist him at the level he was when he left. Therefore, if an Experienced Wolverine left a team, you enlist him at the Experienced level, not at Rookie.




Non-Combat Skills

There are some activities that a player will want his character to take that simply aren't covered under the various powers and abilities - particularly in the intervening time between battles, as the heroes try to gather clues, disable doomsday devices, or track fleeing criminals.

Now, each character receives 10 Non-Combat Skill Points at each level. These points may be freely distributed among any of the Skills defined for this campaign. If the player decides not to spend these all at once, they may not be distributed during game play, they must spend this points before or after game play. When advancing your character, each leveled increased will add additional points. Now this points are the same as the start and are used the same way each level.

Having at least one point invested in a Non-Combat Skill ensures that the skill may be used. If desired, a player could choose to spend all 10 points in a single skill, thus making the character highly specialized. (He just won't be good at much else!) It is assumed that all of these Non-Combat Skills represent a competent level of expertise, and not "Everyman Skills". For instance, within the campaign, it might be assumed that "everybody" can drive a car, or read directions, or figure out how to push the big red shiny candy-like button clearly labeled "Self Destruct" on the evil masterminds doomsday device. There may be exceptions, of course, but that's for the Creator to figure out.

If a character invests a point in a skill, this is something that "Everyman" cannot do. If the character doesn't have even a point in a skill, then he can't attempt that task. If he has at least a point in that skill, the Editor may not even require a roll for it, if it's a relatively "basic" task. But, for those circumstances where success or failure are in question, the player rolls 2d6, adds the numbers together, and adds them to the number of points possessed in that skill. To succeed, the character must beat a difficulty number.

Difficulty ranges include:
  • 4 - Basic
  • 8 - Moderate
  • 12 - Difficult
  • 16 - Heroic
  • 20 - Extraordinary
  • 24 - Virtually Impossible

Some simple math reveals that a fully-specialized starting character has no hope of reaching 24. (Maximum roll on 2d6 = 12. 12 + 10 = 22.) However, "criticals" apply here. A roll of two "ones" is a failure. A roll of two "sixes" is a success.
If there arises a situation where a task is truly impossible, then the Creator reserves the right to simply refuse to allow it at all. Even for superheroes, some things are genuinely impossible.



Non-Combat Skills List

  • Acting: Skilled at playing a role, bluffing, faking emotions, keeping a poker face, etc.
  • Chemistry: Skilled at testing, identifying, creating and counteracting various chemical substances.
  • Cooking: An able chef, able to scrabble together "good eats" from whatever is at hand.
  • Criminology: Skilled at police/detective work: spotting/gathering clues, proper procedure, etc.
  • Computers: Skilled at repairing, operating, programming, customizing, building and hacking computer systems.
  • Knowledge:
  • - Architecture: General knowledge about buildings and standard means of construction.
  • - Electronics: General knowledge of all thing electrical, also applies to making, repairing and use of electronics.
  • - Extraterrestrial:General knowledge of the (non-sapient) species of aliens encountered during mankind's exploration of the stars, as well as the worlds they live on.
  • - (Historian): Pick a period in History or general History; you have a broad knowledge of History. (If you pick a certain period in history, like "The United States Civil War" - your knowledge will be more generalized to that period in History.)
  • - (Nationality): Pick a country or general area; you have a broad knowledge of that nation's culture, history, geography and major language(s). (If you pick a more general area - such as "Europe" instead of "France" or "Germany" - your knowledge will be more generalized as well.)
  • - Paranormal:An extensive knowledge of the Paranormal and other ghostly things.
  • - Pop Culture: Movies, music, media personalities - you're up on who's who and what's what.
  • - Supernatural: An extensive knowledge of the Supernatural and the unexplained.
  • Mechanics: Skilled at repairing, maintaining, building and customizing machines.
  • Music: Skilled at musical performance. (Pick a favorite instrument type, or whether you're a vocalist.)
  • Survival: Skilled at all things woodsy and rugged - tracking, finding food, getting bearings, etc.
  • Thievery: Picking locks, disabling security systems, escaping bindings, palming, picking pockets, etc.


Please note that many of these skills are quite broad. In the real world, you don't expect that a computer operator necessarily can also hack into a high-security mainframe, can build a custom computer from spare parts, can write his own software, can repair a damaged robot brain, or decrypt an alien database. But in the super heroic world, people fall into convenient archetypes and stereotypes: if you catch wind that someone is a "computer whiz", you expect that he'll probably be able to do just about anything concerning computers. The skill selection reflects this.

Now on to Chapter V - Achievement Points & Prestige and Infamy

Clix Campaign - The Alternative set of Rules


Deathreaver999
Deathreaver999
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