Gaming Rules-design note One Hero Engine

One Hero Engine: Classes and Paths

The tested core classes and paths for One Hero Engine v0.20.

How classes and paths work

Classes and paths are where most of the hero’s identity shows up in play. I wanted them to feel distinct without exploding into the kind of option bloat that slows solo character building down.

Each tested core class provides:

  • starting HP
  • starting Soak
  • one class Trait
  • two path choices

At level 1, choose one path and gain its first listed Trait.

At level 2, gain the second path Trait from that path.

At level 6, gain the third path Trait from that path.

When a level tells you to upgrade a Trait, use the upgrade line printed under a Trait you already have.

In practice, the class gives the hero their baseline durability and style, while the path decides what they do when the scene starts getting difficult.

Fighter

Fighters are the most direct and durable heroes in the current playtest. They are built to stay in the fight and control the pace of close combat.

  • Starting HP: Constitution + 6
  • Starting Soak: 2

Battle Ready — Passive

  • Trigger or action: when you choose Fighter.
  • Target: yourself.
  • Exact effect: your short rests recover +2 additional HP.
  • Duration: constant.
  • Usage limit: none.
  • Recovery: not applicable.

Knight

Knight is the defensive path. It is for heroes who want shields, staying power, and the ability to break an enemy’s nerve by refusing to fold.

Shield Set — Reaction

  • Trigger or action: when a Close attack deals damage to you while you carry a shield.
  • Target: yourself.
  • Exact effect: reduce the damage by 2 after Soak, to a minimum of 0.
  • Duration: one hit.
  • Usage limit: once per scene.
  • Recovery: at the start of the next scene.
  • Upgrade: the reduction becomes 3.

Hold the Line — Passive

  • Trigger or action: when you begin your turn at Close with one or more enemies.
  • Target: yourself.
  • Exact effect: your first Defence test against a Close attack this round is Favourable.
  • Duration: one round.
  • Usage limit: once per round.
  • Recovery: automatic.
  • Upgrade: while active, your first Close attack this round is also Favourable.

Rallying Stand — Action

  • Trigger or action: on your turn.
  • Target: yourself and nearby enemies.
  • Exact effect: recover 1d6 HP, then immediately make a Morale test using Strength or Charisma.
  • Duration: immediate.
  • Usage limit: once per session.
  • Recovery: after a long rest.
  • Upgrade: the recovery becomes 1d6 + 2.

Swordmaster

Swordmaster is the cleaner, more technical path. It leans into timing, precision, and turning a single good exchange into a decisive advantage.

Precise Cut — Passive

  • Trigger or action: when your first precise Close attack each turn succeeds.
  • Target: one enemy.
  • Exact effect: increase the damage by one Step.
  • Duration: one hit.
  • Usage limit: once per turn.
  • Recovery: automatic.
  • Upgrade: ignore 1 Soak on that hit.

Riposte — Reaction

  • Trigger or action: after you succeed on a Dexterity Defence test against a Close attack.
  • Target: the attacking enemy.
  • Exact effect: deal Step 1 damage.
  • Duration: immediate.
  • Usage limit: once per scene.
  • Recovery: at the start of the next scene.
  • Upgrade: the damage becomes Step 2.

Finish the Duel — Action

  • Trigger or action: on your turn at Close range.
  • Target: one enemy.
  • Exact effect: make a Close attack with Advantage. On success, increase the damage by one Step.
  • Duration: one attack.
  • Usage limit: once per session.
  • Recovery: after a long rest.
  • Upgrade: the attack also ignores 1 Soak.

Rogue

Rogues trade some durability for positioning, pressure, and opportunistic damage. They work best when the player is looking for openings instead of trying to stand in place and absorb hits.

  • Starting HP: Constitution + 3
  • Starting Soak: 1

Opportunist — Passive

  • Trigger or action: when you make an attack with Advantage.
  • Target: one enemy.
  • Exact effect: increase the damage by one Step.
  • Duration: one hit.
  • Usage limit: once per turn.
  • Recovery: automatic.

Assassin

Assassin is the path for sudden violence, clean openings, and finishing wounded targets before the fight can stabilise.

Silent Kill — Passive

  • Trigger or action: when you attack an unaware or surprised target.
  • Target: one enemy.
  • Exact effect: the attack is Favourable and its damage increases by one Step on a hit.
  • Duration: one attack.
  • Usage limit: once per scene.
  • Recovery: at the start of the next scene.
  • Upgrade: ignore 1 Soak on the hit.

Fade Back — Free

  • Trigger or action: after you defeat a Minion or deal damage at Close range.
  • Target: yourself.
  • Exact effect: move from Close to Near.
  • Duration: immediate.
  • Usage limit: once per scene.
  • Recovery: at the start of the next scene.
  • Upgrade: you may instead move from Close to Far.

Merciless Finish — Action

  • Trigger or action: on your turn.
  • Target: one wounded Standard, Elite, or Boss at Close range.
  • Exact effect: attack with Advantage. On a hit, ignore 1 Soak.
  • Duration: one attack.
  • Usage limit: once per session.
  • Recovery: after a long rest.
  • Upgrade: increase damage by one Step as well.

Scout

Scout is the path for movement, route-reading, and controlling how the hero enters and exits danger.

Shadow Step — Free

  • Trigger or action: on your turn.
  • Target: yourself.
  • Exact effect: move one range band and gain Advantage on your next Dexterity or Wisdom test this turn.
  • Duration: until the end of the turn.
  • Usage limit: once per scene.
  • Recovery: at the start of the next scene.
  • Upgrade: move two range bands instead of one.

Mark the Path — Action

  • Trigger or action: when you study a route, ruin, trail, or threat.
  • Target: the current scene.
  • Exact effect: make a Wisdom test. On success, ask one extra Oracle question about the route or danger and treat the answer as Favourable information.
  • Duration: immediate.
  • Usage limit: once per scene.
  • Recovery: at the start of the next scene.
  • Upgrade: gain Advantage on the Wisdom test.

Parting Shot — Reaction

  • Trigger or action: when you move from Close to Near or from Near to Far.
  • Target: one enemy in your weapon’s range.
  • Exact effect: make one ranged attack.
  • Duration: immediate.
  • Usage limit: once per scene.
  • Recovery: at the start of the next scene.
  • Upgrade: the attack gains Advantage.

Magic User

Magic Users are the most flexible heroes in the tested core, but they are also the ones who feel resource pressure most clearly. They survive by choosing the right spell at the right moment, not by outlasting problems through raw durability.

  • Starting HP: Constitution
  • Starting Soak: 0
  • Starting MP: 7

Spellcraft — Passive

  • Trigger or action: when you choose Magic User.
  • Target: yourself.
  • Exact effect: your casting Attribute is determined by your path and your maximum MP increases by 1 at levels 3, 5, 7, and 9.
  • Duration: constant.
  • Usage limit: none.
  • Recovery: not applicable.

Wizard

Wizard is the more studied path. It leans toward preparation, warding, and using magic carefully.

Casting Attribute: Intelligence

Spellbook Training — Passive

  • Trigger or action: when you choose this path.
  • Target: yourself.
  • Exact effect: choose one extra utility or control spell at character creation.
  • Duration: constant.
  • Usage limit: none.
  • Recovery: not applicable.
  • Upgrade: once per session, cast a utility spell that costs 1 MP without spending MP.

Warding Sigil — Reaction

  • Trigger or action: when you take damage from a ranged attack or spell.
  • Target: yourself.
  • Exact effect: reduce the damage by 2 after Soak, to a minimum of 0.
  • Duration: one hit.
  • Usage limit: once per scene.
  • Recovery: at the start of the next scene.
  • Upgrade: the reduction becomes 3.

Ritual Thread — Action

  • Trigger or action: when the scene is calm and immediate danger is not acting against you.
  • Target: one utility or control spell you know.
  • Exact effect: cast it with Advantage.
  • Duration: the spell’s normal duration.
  • Usage limit: once per session.
  • Recovery: after a long rest.
  • Upgrade: recover 1 MP if the casting roll is a natural 1.

Warlock

Warlock is the harsher path. It is built for pressure, risky bargains, and turning personal cost into immediate leverage.

Casting Attribute: Charisma

Void Mark — Passive

  • Trigger or action: when you hit with an attack spell.
  • Target: one enemy.
  • Exact effect: the target is Marked until the end of the scene. Your next magical attack or control spell against that target is Favourable.
  • Duration: until used or the end of the scene.
  • Usage limit: once per turn.
  • Recovery: automatic.
  • Upgrade: the Mark also causes your next hit to ignore 1 Soak.

Hunger Bargain — Free

  • Trigger or action: when you cast a spell.
  • Target: yourself.
  • Exact effect: lose 2 HP to reduce the spell’s MP cost by 1 or increase its damage by one Step.
  • Duration: one spell.
  • Usage limit: once per scene.
  • Recovery: at the start of the next scene.
  • Upgrade: you may reduce the cost by 2 instead.

Dread Whisper — Action

  • Trigger or action: on your turn.
  • Target: one Standard, Elite, or Boss at Near range.
  • Exact effect: make a Charisma test adjusted by the target’s Threat. On success, the target’s next attack this scene is Difficult and its Resolve counts as one step worse for Morale.
  • Duration: until the end of the scene or until triggered.
  • Usage limit: once per scene.
  • Recovery: at the start of the next scene.
  • Upgrade: on success, the target’s next attack is Severe instead.

Legacy class and path concepts — Not Yet Updated for v0.20

These options remain part of OHE’s design history but are not current tested-core choices:

  • Fighter: Martial Artist, Monk, Paladin, Ranger
  • Rogue: Spy, Thief
  • Magic User: Cleric, Necromancer, Sorcerer

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