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HERO System

Steven S. Long
SIDEKICK — Easy Learning Rules for the Hero System
Author: Steven S. Long
Editing & Development: Allen Thomas
Layout & Graphic Design: Allen Thomas, Andy Mathews
Cover Graphic: Andy Mathews and Albert Deschesne
Interior Illustration: Nate Barnes, Storn Cook, Bob Cram, Andrew Cremeans,
Jonathan Davenport, Albert Deschesne, Jason Engle, John Grigni,
Nick Ingeneri, Eric Lofgren, Klaus Scherwinski, Greg Smith, Chris Stevens
Don Hoban, Sean Hoban, Lenard Ignacio, John Jelsovsky, Chris
A WORD OR TWO Johnson, Steve Jones, Oliver Kammann, Ali Kaplan, Cary Kar-
OF APPRECIATION raker, Daniel Kasatchkow, Kevin Keel , Matthew Kerwin, Christine
Kinney, Jonathon Kirkland, Ben Kisner, Stephen Klozik, Dave
Dedication: To all the HERO System fans who — ready, willing, Kramer, Kerstin Kramer, Scott Krok, Jenn Lach, Mike Lach, Keegan
and eager to teach others to play the game — asked for a tool like Lacy, Michael Larrimore, Kristen Lebowski, Steven Lebowski, Feral
Sidekick to help them. Lewis, John Longenbaugh, Aimee Love, Aidan Malony, Ian Malony,
Mike Malony, Ryan Malony, Sean Malony, Pedro Manholer, Vince
Playtesters: We were especially fortunate to have the time and Mariotte, Adrian Martinez, Keith McGee, Jr., Keith McGee, Sr.,
resources to playtest Sidekick broadly and extensively. In addition Charles McGinnis, Chris Meid, Luiz Gilberto O. Messias, Ron
to our regular group of Digital Hero testreaders, over the course Micksch, Douglas “Hive” Miller, Will Mistretta, Justin Mitchell,
of more than a month, dozens of playtesters — men and women, Susanna Mitchell, James Morris, David Mowery, Ray Moyer,
adults and children, experienced gamers and newcomers, and Baraka Murdaugh, Eric Nannamen, Brendon Nuenfeldt, Mela-
gamers from many countries around the world — got together to nie Oehlmann, Alexander Osias, Jeff Overman, Deanna Palmer,
put Sidekick through its paces and report back to Steve regarding Jaguar Palmer, Peter T. Palmer, Peter W. Palmer, Tania M. Palmer,
their impressions of the book and suggestions for improving it. Wylie Palmer, Meredith Peck, Scott Petersen, Marion Peuschel,
They are: Tobie Abad, Toby Akers, Katherine Allen, Jay Anyong, Keith Phemister, Greg Piasentin, Jenny Precht, Dan Poryanda II,
Kate Aton, Dexter Ball, Barry Battle, Torsten Beck, Tommy Bisanz, Robert Pulchini, Mike Rodriguez, Ted Rowe, Jr., Slobodan “Slobo”
Thomas Biskup, Lee Blankenship, Jonathan Bodey, Brett Bowman, Sardi, Jörg Schumacher, Chris Shaffer, Vincent Michael Simbulan,
Jackie Brenegar, Mike Brown, Gwynne Brunet, Christopher M. John Simons, Tomas Skucas, Brian Sniffen, Justin Stamen, Kyle
Cadeau, Amie Marie Carey, Sabrina Carlin, Sean Carlin, Ken Stephens, Heather Strange, Chris Streb, John Stepp, James “Cracky”
Carlson, Marcelo H. Cerri, Thomas Clegg, Barbara Coble, Wil- Summa, Jacob Szeluga, Chris Tatro, James Tauscher, Jochen Ter-
liam Coble, Joseph Cocco, Randy Conklin, Robert Cote, Jesse Cox, stiege, Thorne, Gary Trumble, Kim Roark Trumble, Mark Ulbrich,
Russel Cox, Charlie Critz, The Cumberland Fire-Eaters (Dave Wagner Utiel, Richard Vaillancourt, Brett Walston, Lorraine
Insel, Paul Reed, Cody Reichenau, S. John Ross), Dan Dean, Mat- Walston, Taylor Walston, Joel Williams, Jennifer Williamson, Wil-
thias Deigner, Thomas Dembach, Thalles de Mello, Patrick Deters, liam Yon, Bonnie “B-Chan” Zabytko, Argelia Zaucha, Joe Zaucha...
Beth Drummond, Zachary Drummond, Bryant Durrell, Suzanne ...and of course, anyone whom I, in all the hubbub, have acci-
Eggebrecht, Ian Eller, Derek Ellis, Ali Eslami, Gabriel Falcon, Doug dentally left off the list or mis-spelled (for which my apologies!).
Field, Tammy Field, Aaron Fink, James Flanagan, Ken Flickstein, In particular, I’d like to thank the GMs who contacted me
Rob Flock, Sven “8t88” Flottmann, Anthony Flynn, Dick Forney, about playtesting, rounded up a group, and ran players through
Bruce Frazier, Slaine Fullerton, Wes Ganote, S. Alexander Gentry, character creation and games. Your hard work and devotion to
Aaron Gilbank, Lisa Graff, Ryan Graff, Melissa Grant-Ricks, making the HERO System more accessible are deeply appreciated!
Jason Gray, Phillip Green, Tara Green, Rick Haufe, Scott Henry,

Hero SystemTM ® is DOJ, Inc.’s trademark for its roleplaying system. Except for the blank character sheet, no part of this book may be reproduced or trans-
Hero System © 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved. mitted in any form or by any means, electronic or mechanical, including photocopying,
Champions © 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved. recording, or computerization, or by any information storage and retrieval system,
Fantasy Hero © 2003 by DOJ, Inc. d/b/a Hero Games. All rights reserved. without permission in writing from the Publisher: DOJ, Inc., 1 Haight Street, Suite A,
Hero System SIDEKICK © 2004 by DOJ, Inc. d/b/a Hero Games. All rights reserved. San Francisco, California 94102.
Star Hero, Justice Inc., Danger International, Dark Champions, Pulp Hero, Printed in the U.S.A. First printing January 2004
Western Hero © 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Produced and distributed by DOJ, Inc. d/b/a Hero Games. • http://www.herogames.com
Stock Number: DOJHERO106 • ISBN Number: 1-58366-030-5
SIDEKICK TABLE OF CONTENTS
INTRODUCTION ................................ 5 LIMITATIONS .................................. 66 RECOVERY .................................... 100
What’s The Difference? .................. 5 Taking Limitations ....................... 67 Holding Breath And Drowning ..... 100
Where Can I Get Some Help? ......... 5 Limitation Descriptions ................... 68 Recovering BODY ...................... 100
What Else Is Out There? ................. 5 POWER FRAMEWORKS .................. 72 PRESENCE ATTACKS .................... 101
BASIC RULES AND CONCEPTS ......... 6 General Rules ................................ 72 EXAMPLE OF COMBAT ................. 102
Game Basics ................................... 6 Elemental Control .......................... 72
Character Creation........................... 6 Multipower .................................... 72 CHAPTER THREE:
Combat ........................................... 7 EXAMPLE POWERS ........................ 74 THE ENVIRONMENT
CHARACTER SHEET .......................... 9 Cyberware..................................... 74
Psionic Powers .............................. 74 LIVING IN A DANGEROUS WORLD . 105
CHAPTER ONE: Spells ........................................... 75 BREAKING THINGS ....................... 106
CHARACTER CREATION Superpowers ................................. 75
CHARACTER POINTS ...................... 14 DISADVANTAGES ............................ 76
Superheroic And Heroic Experience Points .......................... 81 CHAPTER FOUR:
Characters ..............................14 EXAMPLE CHARACTER ................... 82 EQUIPMENT
Restrictions On Spending Points ... 15 VEHICLES ..................................... 109
CHARACTERISTICS ......................... 16 CHAPTER TWO: Using Vehicles ............................. 111
Explanation Of Characteristics ........ 16 COMBAT AND ADVENTURING Vehicles In Combat .................... 111
Primary Characteristics ................ 16 Senses And Perception .................. 86 WEAPONS AND ARMOR ................ 112
Figured Characteristics ................ 18 Perception Rolls .......................... 86 Weapons Tables .....................112-14
Characteristics Comparisons ........ 19 Targeting And Nontargeting Key And Notes For
SKILLS ........................................... 21 Senses ...................................86 Weapons Tables ...................... 114
Buying Skills .................................. 21 Sense Groups ............................. 86 Armor And Shields ....................... 115
Using Skills ................................... 21 ENTERING COMBAT ........................ 87
Skill Descriptions ........................... 24 Combat Basics .............................. 87 CHAPTER FIVE:
PERQUISITES (PERKS) .................... 31 Game Scale ................................ 87 EXAMPLE CHARACTERS
TALENTS ........................................ 32 Combat Time .............................. 87 Defender ..................................... 117
Beginning Combat ......................... 88 Pulsar ......................................... 118
POWERS......................................... 34 Actions ....................................... 88
Special Effects ............................... 34 Valerius the Harper ...................... 119
Holding An Action ........................ 89
General Rules ................................ 36 Aborting An Action ....................... 89 HERO SYSTEM GLOSSARY ........... 122
Using Powers ................................ 37 INDEX ........................................... 125
FIGHTING........................................ 90
Power Categories .......................... 37 CHARACTER SHEET ...................... 127
Attack Rolls And Combat Value ....... 90
Adjustment Powers ..................... 37
The Attack Roll ............................ 90
Attack Powers ............................. 38
Calculating OCV And DCV ............ 91
Body-Affecting Powers ................ 38
Mental Combat ........................... 92
Defense Powers .......................... 39
Mental Powers ............................ 39 Combat Modifiers .......................... 92
Movement Powers ....................... 40 Combat Maneuvers........................ 94
Sense-Affecting Powers ............... 40 Martial Arts ................................... 96
Sensory Powers .......................... 41 DETERMINING DAMAGE ................. 97
Size Powers ................................ 41 Damage Class ............................. 97
Special Powers............................ 41 Normal Damage Attacks .............. 97
Standard Powers ......................... 41 Killing Damage Attacks ................ 97
Power Summary Tables .............42-44 Taking Damage ............................. 97
Power Descriptions ........................ 45 Effects Of Damage ......................... 99
ADVANTAGES ................................. 62 Stunning ..................................... 99
Buying Advantages ...................... 62 Knockout .................................... 99
Using Advantages ........................ 62 Injury .......................................... 99
Advantage Descriptions.................. 63 Death ......................................... 99
Advantages And Limitations Knockback .................................... 99
Calculations Tables ...................... 66
4 Hero System 5th Edition
HERO SYSTEM your own magic system or build a spellcasting
QUICK-REFERENCE THE HERO character.

Here’s a quick sum-


GAMES CATALOG Monsters, Minions, And Marauders: A collection of
mary of some basic monsters and deadly foes suitable for any group of
Check out these other great books from Hero
HERO System facts and Fantasy Hero adventurers.
Games!
formulae: The Turakian Age: A high fantasy setting for Fantasy
Hero.
Attack Roll = (11 +
Attacker’s OCV - Tar-
get’s DCV) or less SUPERPOWERED ROLEPLAYING

Characteristic Roll = Superhero gaming at its finest! The oldest and


9 + (Characteristic/5) best-developed superhero game on the market has
or less everything you need for comic book adventure.
Champions: The genre book that shows you how to
Skill Roll = 9 + run superhero games using the HERO System. The HERO System takes to the stars with Star
(Characteristic/5) or Hero, our fine line of science fiction gaming books.
Champions Universe: A complete setting for Cham-
less pions. Star Hero: The genre book that shows you how to
run science fiction games using the HERO System.
Conquerors, Killers, And Crooks: Over 100 villains
Active Cost of a suitable for any Champions campaign. Terran Empire: A setting for Star Hero, chronicling
power = Base Cost x the rise of a powerful Human space empire during
(1 + total value of all Millennium City: The City of the Future today, a
the years 2400-2700.
Advantages) detailed urban setting for Champions.
The Spacer’s Toolkit: Weapons, gadgets, gear,
The UNTIL Superpowers Database: Over 3,000 pre-
vehicles, and starships suitable for any Star Hero
Real Cost of a power = generated superpowers for Champions, for those
campaign.
Active Cost/(1 + total times when you need to create a character quickly
or flesh out a character concept. Alien Wars: The second of our Star Hero setting,
value of all Limita-
depicting Humanity’s fight for survival against the
tions) Champions Battlegrounds: Five interlinked sce-
invading Xenovores during the years 2300-2400.
narios for Champions.
1” = 1 hex = 2 meters VIPER: Everything you need to know about the
= approximately 6.5 most insidious criminal organization in the Cham-
feet pions Universe.
UNTIL: The complete story on the UN’s anti-super-
villain police force.
Sharper Than A Serpent’s Tooth: An epic adventure
that introduces a new master villain to the Champi-
ons Universe.
Gadgets And Gear: Hundreds of gadgets, weapons, The HERO System Bestiary: Nearly 200 crea-
and other devices for Champions. tures, monsters, and animals from all genres and
Galactic Champions: Superheroing in outer space in time periods, suitable for any HERO System game.
the year 3000, including dozens of new villains and The HERO System Vehicle Sourcebook: 150 ground,
information about how to run Galactic Champions air, and water vehicles from all genres and time
campaigns. periods, suitable for any HERO System game.
Ninja Hero: The genre book that shows you how to
run martial arts games using the HERO System.
The Ultimate Martial Artist: Detailed rules about
martial arts in the HERO System, including infor-
mation on hundreds of real-world fighting styles.
The Ultimate Vehicle: Detailed rules for building
and using vehicles in the HERO System.
Tired of fantasy roleplaying games that
don’t let you do what you want to do? Try Fan-
tasy Hero, which brings the customizability and
flexibility of the HERO System to the wondrous
realms of Fantasy!
Fantasy Hero: The genre book that shows you how
to run Fantasy games using the HERO System.
The Fantasy Hero Grimoire: Over 4,000 pre-gener-
ated spells for Fantasy Hero so you can easily create
Sidekick 5

INTRODUCTION
EVERY GOOD HERO Where Can I Get Some Help? UPGRADING TO THE
FULL HERO SYSTEM
NEEDS A SIDEKICK! If the HERO System 5th Edition rulebook
doesn’t have the answers you seek, there are two After you’ve worked
he HERO System, the award-winning role-

T
other resources you can turn to for help. The first with Sidekick for a while,
playing game rules set that got its start as is the message boards at the Hero Games website, you’ll probably find
Champions in 1981, is renowned for its www.herogames.com. The boards have thousands yourself wanting to go
flexibility, customizability, and wealth of of registered fans, many of whom post every day. beyond it — to expand
detail. Instead of forcing players and GMs to create They’re one of the friendliest, most enthusiastic the range of Skills,
characters based on a limited conception of how a communities in gaming, and if you ask a question Powers, Advantages,
game should work, or requiring them to pick abili- they’ll answer it quickly. Limitations, Combat
ties from a restricted list, the HERO System lets you Second, you can contact Hero Games directly Maneuvers, and other
design anything you want for your character and by e-mail at [email protected]. We’re glad to game elements avail-
campaign, however you want it. answer questions from the fans about Hero’s rules or able to you. If that’s the
However, Hero’s strengths come at the price products. case, you should con-
of some complexity. The HERO System has a lot of sider upgrading to the
rules, terms, and information — and sometimes that full HERO System 5th
makes it seem daunting to newcomers. Most gamers What Else Is Out There? Edition rules.
who give it a try soon discover that its internal
Hero Games and the HERO System have
consistency makes it much easier to learn than they Because the Sidekick
been around for about 25 years, so there are lots of
thought, but there’s still an initial learning curve. rules are the same as
resources you can use with the Sidekick version of
To make the learning process easier, Hero the HERO System rules
the HERO System rules. Since releasing the 5th Edi-
Games presents Hero System SIDEKICK. Sidekick is — just minimized and
tion in mid-2002 (and the Revised version of it in
a set of easily-learned “core” rules that can get you simplified — upgrad-
late 2004), Hero Games has published numerous
up and running in a HERO System game quickly. ing is easy. All you have
books — several thousand pages’ worth of HERO
System characters, gadgets, vehicles, and information to do is start adding
elements from the
What’s The Difference? — along with an electronic magazine, Digital Hero.
full rulebook to your
Pre-5th Edition products are also easy to use with
Sidekick differs from the full HERO System Sidekick. characters as you need
rules in just one major respect: the amount of Buying books isn’t the only way to get into the them. For example, if
details, options, alternatives, and minor/special game (though it’s one we hope you’ll try eventu- you want to create a
rules available. The core mechanics of the two ally!). In addition to all the free game aids, example character who’s highly
systems — how you make an Attack Roll or a Skill characters, and other things you’ll find on the Free resistant to damage,
Roll, how characters take damage, how you create Stuff page at www.herogames.com, there are hun- you could pick up the
characters, and so forth — are identical. But where dreds (if not thousands) of fan-created websites 5th Edition rulebook,
the HERO System might include ten paragraphs containing HERO System characters, campaign set- learn about the Power
and four special Power Modifiers to explain a tings, house rules, and just about anything else you Damage Reduction, and
particular Power and provide ways for gamers to can think of. buy it for your char-
customize it, Sidekick probably only has a couple acter.
of paragraphs. It leaves out a lot of the details and HERO DESIGNER CHARACTER CREATION
options of the full HERO System. The intent is to SOFTWARE Sidebars throughout
pare the HERO System down to its most necessary If you like to use your computer to improve this book list some of
rules — so you can easily learn them before diving your gaming, check out the Hero Designer charac- the HERO System ele-
into the more complex, but much richer, rules of ter creation software available from Hero Games. ments Sidekick lacks,
the full system. It simplifies the process of creating a character to give you an idea of
If you have a question about any element of by automating everything and doing the math what you’ll find in the
the Sidekick rules, the best place to look for the for you — it turns the task of creating a HERO 5th Edition rulebook.
answer is the HERO System 5th Edition rulebook. It System player character into a matter of a few key-
contains hundreds of pages of information, rules, strokes and mouse clicks. You can find out more at
explanation, examples, and options that Sidekick www.herogames.com.
does not. As you explore more and more of the
rules, you’ll gradually learn the full HERO System
and discover that it’s even more fun than Sidekick.
6 Hero System 5th Edition

BASIC RULES
AND CONCEPTS
efore you proceed to the meat of the GAME SCALE AND MOVEMENT

B
STANDARD HEIGHT
AND WEIGHT HERO System rules, you may want to Movement and maps in the HERO System
familiarize yourself with some of the basic use hex-shaped inches which, in game terms, are 2
For HERO System pur- concepts of the game. (Of course, you can meters (approximately 6.5 feet) wide. The text often
poses, all characters skip ahead to the more detailed explanations in refers to “hexes” or “inches” interchangeably; inches
are considered to be later sections of the book if that’s a better way for are written 1”, 2”, and so forth. Despite this termi-
1” (2 meters) tall and you to learn the game.)The text below also includes nology, you don’t need a map to play; you can keep
weigh 100 kilograms a short summary of the rules that you can refer to track of characters’ movement and positioning in
(220 pounds). Powers, during the game.
Disadvantages, or other your head if you prefer.
abilities they buy may
change this, but that’s
the defined “norm” for GAME BASICS CHARACTER CREATION
the game. Obviously
characters can vary DICE The heart of the HERO System is its rules for
tremendously in height character creation. Using them, you can create any
The HERO System uses six-sided dice (d6)
— a Special Forces sol- type of character, power, gadget, or ability you want,
to resolve combat, the use of Skills, and similar
dier, a mountain dwarf, subject to the GM’s campaign restrictions.
situations. The number before the “d6” notation
and a Japanese school- You build HERO System characters with
indicates how many dice to roll; for example, 12d6
girl who’s secretly a Character Points (page 14). A character purchases
means 12 dice; 2d6+1 means roll two dice and add
master of the martial everything he can do, from his ability to lift heavy
one point to the total.
arts are very different objects to his ability to use magic or superpowers,
Most dice-rolling in the HERO System requires
in size and weight. But with Character Points.
you to roll 3d6 and get a result equal to or less than
for game purposes, Your GM will tell you how many points you
some number. This is written in the text by a minus
they’re all treated as have to build your character with — the more
sign (-) following the number. Thus, a Skill which
the same, unless they points he gives you, the more powerful your char-
your character can perform successfully on an 11
buy some sort of abil- acter is. Some of your Character Points are “free”
or less roll is written 11-.
ity that represents (given to you by the GM); you acquire others by
Whenever you attempt any 3d6 roll —
being a different size taking Disadvantages — complications, hindrances,
whether an Attack Roll, Skill Roll, Characteristic
(such as bonuses to or flaws — for your character (see page 76). The
Roll, Perception Roll, or other roll — a result of 3
Defensive Combat main purpose of Disadvantages is to simulate
(three ones) always hits or succeeds; a result of 18
Value [DCV] to repre- character conception, but they’re also worth extra
(three sixes) always misses or fails.
sent being significantly Character Points. For example, your character
smaller than normal). CALCULATIONS AND ROUNDING might have an old enemy who Hunts him, or
In the HERO System, you use Character Points adhere to a Code Of Honor, or be missing one eye.
(see page 14) to purchase all of your character’s Each of these Disadvantages gives you extra Char-
abilities and powers. Sometimes this requires calcu- acter Points to build your character with.
lations involving division or multiplication. When Beyond the number of points available to you,
calculating the cost of something using multiplica- the HERO System doesn’t impose any restrictions
tion or division, always round off to the next whole on how you spend Character Points. There’s no rule
number. Numbers from .1 to .4 round down; num- that says you have to spend a certain percentage of
bers from .6 to .9 round up; and .5 rounds up or a character’s points on Skills, or that you can only
down depending on what’s best for the character. spend 10 points on a particular Characteristic. In
The only exception is calculating Speed (SPD) the HERO System, you have the freedom to design
— SPD always rounds down. A SPD of 2.9 is still a your character the way you want — and the respon-
SPD of 2, not a SPD of 3. sibility to create a fair, fun, and reasonable character
If a calculation involves two or more separate that accompanies that freedom.
parts (such as Recovery (REC), which is Strength/5 There are five things a character can buy with
plus Constitution/5), round at each separate step Character Points: Characteristics, Skills, Perks, Tal-
of the calculation. Thus, a character with BODY 10, ents, and Powers.
STR 15, and CON 15 has a STUN of 26 (BODY 10; CHARACTERISTICS PAGE 16
plus STR/2 = 7.5, rounds to 8; plus CON/2 = 7.5,
All HERO System characters have eight Pri-
rounds to 8; 10+8+8 = 26).
mary Characteristics (such as Strength and Intel-
Despite the rounding rules, the minimum cost
ligence), which represent physical and mental capa-
of anything is 1 point.
bilities; and six Figured Characteristics (such as
Physical Defense or Stun), which are mainly used
Sidekick 7

in combat. An average human has Primary Charac- Advantages And Limitations (Pages 62, 67) HOW YOU WANT TO
teristics of about 8-10. Characters sometimes apply Advantages to ROLL THE DICE
Primary Characteristics all have Characteris- make a power better, or Limitations to restrict its
tic Rolls equal to 9 + (Characteristic/5) or less. For use. Advantages increase a Power’s cost, while Limi- Here’s a quick summary
example, a character with a DEX of 20 has a DEX tations reduce it. of the core resolution
Roll of 13- (9 + (20/5) = 13). When the GM asks mechanics in the HERO
Power Frameworks (Page 72)
you to make a Characteristic Roll (such as a DEX System — in other
Sometimes characters buy Powers through
Roll to walk along a narrow beam), you roll 3d6 words, how you want
Power Frameworks — ways to group Powers so
like normal. The more you make (or fail) the roll to roll the dice.
they cost fewer points. However, this savings entails
by, the greater your degree of success (or failure).
some restrictions on when and how the character
The GM imposes negative modifers on the Charac- Skill Rolls, Characteris-
can use the Powers in his Framework. There are
teristic Roll when you attempt particularly difficult tic Rolls, and Perception
two types of Frameworks — Elemental Controls
feats, making it harder to succeed. Rolls: You want to roll
and Multipowers.
SKILLS PAGE 21 low on 3d6; the lower
the roll, the more likely
A character’s Skills represent specialized
knowledge or training he possesses. This includes COMBAT you are to succeed.
such things as knowing how to fly a plane, inves- HERO System combat is simple, but flexible. Attack Rolls: You want
tigate a crime scene, or fire a blaster pistol, or the You can use the combat rules to perform just about to roll low on 3d6 to
character’s in-depth knowledge about any subject any action or attack you can think of. hit; the lower you roll,
you can think of (physics, Fire Demons, Great Brit- the more likely you
ain, alien races...). INITIATIVE PAGE 87 are to hit your target.
A character can try to get information, per- Two of a character’s Characteristics — Dexter- This applies to physical
form a task, or gain other benefits from knowing ity (DEX) and Speed (SPD) — determine when combat, mental combat,
a Skill by making a Skill Roll. Each Skill has a Skill he acts in combat, and how often. The rules divide and any other type of
Roll, typically between 8- and 18- (the higher, the combat time into 12-second Turns; each of those combat.
better). Most Skills are based on a Characteristic, seconds is a Segment. The character’s SPD indicates
just like Characteristic Rolls, and you use all of which Segments he can take an Action in; these However, when you’re
them the same way: roll 3d6; if the total on the rolling the dice of
Segments are his Phases. Thus, a character with 5 damage or effect for
dice is less than or equal to your Skill Roll, your SPD has 5 Phases — five times each Turn when he your attack, you want
character succeeds; if it’s higher than the Skill Roll, can act. The Speed Chart (page 87) indicates the to roll high. The higher
he fails. Phases for each SPD. you roll, the more
In each Segment, several characters may have damage you do to the
PERKS PAGE 31
a Phase — for example, characters with SPD 3 and target, or the greater
Perks are special resources a character has SPD 6 both act in Segment 4. All characters who can
access to — money, contacts, permits or licenses, the effect your attack
act in a Phase do so in order of DEX, from highest has.
and the like. to lowest. Thus, a character with DEX 20 acts before
TALENTS PAGE 32 one with DEX 18; however, a character may Hold
his Action and act later in the Phase if he wants.
Talents are unusual abilities or attributes a
character possesses. They are usually better than ACTIONS PAGE 88
Skills, but not quite as powerful as Powers — in fact, A character may take an Action in each of
they’re sort of a cross or “middle ground” between his Phases. His Actions may include Full Phase
the two. They include things like a natural sense of Actions (which require his entire Phase) or Half
direction, photographic memory, or being able to Phase Actions, which require only half of his Phase
speed read. Some of them involve rolls similar to (in other words, he can perform two Half Phase
Skill Rolls; others function automatically. Actions per Phase). Full Phase Actions include
POWERS PAGE 34 using more than half of your inches of movement
(a “Full Move”) or recovering from being Stunned.
Powers are abilities “beyond those of normal
Half Phase Actions include using up to half your
men,” though you can also use them to create many
inches of movement (a “Half Move”).
abilities and devices which are perfectly appropri-
Attacks are a special type of Action. A charac-
ate for characters who are “normal men” (such as
ter may make a Half Move and then attack; in that
a gun, the ability to run faster than normal, or the
case, the attack is considered a Half Move, too. But
like). Each Power costs a certain amount of Charac-
if a character makes an attack before making any
ter Points, depending upon how powerful or useful
Half Moves, the attack is considered a Full Move. In
it tends to be (often the cost is incremental, such as
other words, once a character makes an attack, his
5 Character Points for every1d6 of effect).
Phase ends.
You can create any ability you can think of
Some Actions take so little time to perform
— flying, becoming invisible or intangible, chang-
that they are Zero-Phase Actions. Characters can
ing shape, firing energy bolts or mental blasts
perform Zero-Phase Actions at the beginning of
— using Powers. They can simulate a superhero’s
a Phase or after making a Half Phase Action, but
powers, a wizard’s spells, or a martial artist’s super-
not after making an attack or taking a Full Phase
skills, just to name a few. You also use Powers to
Action. Zero-Phase Actions include turning a
construct equipment and weapons.
Power on or off.
8 Hero System 5th Edition
Some Actions take no time at all, and can be STUN And BODY Damage
performed whenever a character wishes, even if There are two basic types of damage in the
he doesn’t have a Phase or has already acted in a HERO System: STUN damage and BODY damage.
Phase. No time Actions include making a Presence Taking STUN damage decreases a character’s
Attack, speaking, or making a roll when the GM STUN and can knock him out; taking BODY
asks you to. damage decreases a character’s BODY, which causes
injuries and can kill him. Almost all types of attacks
ATTACKS PAGE 90
cause one or both types of damage. Some, such as
A character’s Combat Value, or CV, determines Ego Attacks, only cause STUN damage. Most, such
his chance to hit targets in combat, and to avoid as Energy Blasts, Killing Attacks, punches, guns,
being hit. A character’s CV is equal to his (DEX/3). and knives, cause both STUN and BODY.
Thus, a character with DEX 20 has a CV of 7 (20/3
= 6.7, which rounds to 7). Normal And Killing Damage
CV is divided into two subcategories, Offensive Another important distinction is between
Combat Value (OCV) and Defensive Combat Value Normal Damage attacks and Killing Damage
(DCV). OCV and DCV are both equal to CV, but attacks. Most attacks do Normal Damage, but
the rules treat them seperately because they can be Killing Attacks (like knives and guns) do Killing
modified separately. Thus, a character with a CV of Damage (which, as its name implies, is deadlier).
7 has OCV 7 and DCV 7. Various Combat Maneu- Normal Damage and Killing Damage are calculated
vers, Combat Skill Levels, and other factors may differently and applied to defenses differently. See
modify a character’s OCV or DCV. pages 97-98 for more information.
To attack, roll 3d6. To hit, you need to roll Defenses Against Damage
less than or equal to a number calculated with this Characters have defenses which protect
formula: 11 + Attacker’s OCV - Defender’s DCV. them against damage. All characters have Physical
Thus, if the attacker has OCV 6, and the defender Defense, or PD (which protects against physical
has DCV 4, the attacker must roll (11 + 6 - 4 =) 13 attacks like punches and clubs) and Energy Defense,
or less to hit. or ED (which protects against energy attacks
Mental Attacks are slightly different. They use like laser beams or fire). PD and ED are Normal
Ego Combat Value (ECV), equal to (EGO/3). Other- Defenses; they protect against Normal Damage. The
wise, making a Mental Attack is basically the same character subtracts his defenses from the STUN
as making any other kind of attack. and BODY damage done to him, and applies the
DOING AND TAKING DAMAGE PAGE 97 remainder (if any) to his STUN and BODY. If a
character hit with a 22 STUN, 6 BODY physical
If your character hits his target with an attack,
attack has 10 PD, he takes 12 STUN (22-10) and 0
the attack does damage.
BODY (6-10).
Normal Defenses offer no protection against
Killing Damage. For that, characters need Resistant
Defenses, such as Armor or a Force Field. See pages
97-98 for more information.
THE EFFECTS OF DAMAGE PAGE 99
If a character loses more STUN from a single
attack than he has points of CON, he becomes
Stunned (dazed and unable to act). In the above
example, if the character has a CON of 12 or higher,
he won’t be Stunned by that attack; if his CON is
11 or less, he’s Stunned. A Stunned character must
spend a Phase to recover from being Stunned
before he can act again.
If a character loses all of his STUN from one
or more attacks, he’s Knocked Out (unconscious)
and completely unable to act. However, he wakes
up when he regains STUN. Characters regain lost
STUN by taking Recoveries. For each Recovery
taken, the character gets back his Recovery Char-
acteristic (REC) worth of STUN and Endurance
(END).
If a character loses BODY, he’s injured — he
suffers burns, cuts, bleeding wounds, broken bones,
and so forth. If he loses all of his BODY (down
to 0 BODY), he begins to bleed to death. When
he reaches his negative BODY (for example, -10
BODY for someone who normally has 10 BODY),
he dies. Characters heal BODY damage at the rate
of REC in BODY per month.
Sidekick 9

Next to PRE, list the character’s dice in Pres-


HERO SYSTEM ence Attacks — 1d6 for every 5 points of PRE, as
CHARACTER SHEET explained on page 101.
Next to PD and ED, there are spaces to list
Many gamers who play in HERO System the character’s Resistant defenses, and his total PD
games like to use the official character sheet to and ED. See pages 97-98 for more about Resistant
keep track of their characters. At the back of this defenses and applying them to damage.
book you’ll find a character sheet that’s specifically Next to SPD is a list of numbers, 1 to 12, rep-
tailored for Sidekick; it doesn’t have quite as much resenting the twelve Segments in a Turn. Circle the
information as a normal Hero character sheet. (You Segments in which your character has a Phase (see
can download a copy of the full character sheet page 87) so you don’t forget them. For example,
at www.herogames.com if you want one.) Here’s Firebrand has SPD 6, so he’s circled 2, 4, 6, 8, 10,
an example of what a filled-out sheet looks like; it and 12.
depicts Firebrand, a superhero. At the bottom of the Notes section is a space
where you can write in the total amount of Char-
acter Points you spent on Characteristics. That way
Front Side you know how much you have left to spend on
Skills, Powers, and the like.
1. BASIC CHARACTER INFORMATION
The first part of the character sheet contains 3. ATTACKS BLOCK
basic information about the character — his name The Attacks Block lets you summarize the
(and alternate identities, if any) and the name of powers or weapons you consider to be the char-
the player. This part of the character sheet contin- acter’s main forms of attack, so you can reference
ues onto the back, where there’s room to note the them quickly without having to look at the back
character’s vital statistics (height, hair color, and so of your sheet. You can also list the attacks’ special
on) and information about the campaign the char- effects (“SFX”), if appropriate. For example, Fire-
acter plays in. brand has fire powers, so he writes “Fire” as his
attacks’ SFX.
2. CHARACTERISTICS BLOCK
The next part of the character sheet lets you 4. DEFENSES BLOCK
write down your character’s Characteristics. You You also need to keep track of your character’s
put the value (the character’s rating in each Char- defenses, and the Defenses Block lets you do that.
acteristic, such as 50 STR or 18 INT) in the “Val” In addition to listing total PD and ED and Resis-
column, and how many Character Points you spent tant PD and ED (the same as you wrote in the
on each Characteristic in the “Points” column. The Characteristics Block), it has space for more exotic
“Base” column lists the rating the character starts defenses like Mental Defense and Power Defense.
with for free, and the “Cost” column summarizes There’s also a column for special effects (“SFX”),
how much additional points of each Characteristic so that you don’t forget the source/nature of your
cost. For example, Firebrand has a 23 CON — 13 character’s defense powers.
points above his base 10 CON. The cost for CON 5. MOVEMENT BLOCK
is x2 (i.e., 2 Character Points per point), so Jason
(Firebrand’s player) writes down 26 in the Points In this section you write down how your char-
column. You can read more about Characteristics acter moves around so you can easily calculate Half
and their costs on pages 16-19. Moves and things like that. “Type” lists the form of
Primary Characteristics also have a “Roll” movement, including the inches the character gets
column. You calculate each Characteristic’s roll as 9 for free for running, swimming, and his horizontal
+ (CHAR/5) or less; see page 16. and vertical leap. The “Combat” column is for the
character’s inches of Combat Movement, while
Notes “NonCom” is for his Noncombat Movement (usu-
The “Notes” section of the Characteristics ally two times the inches of movement he paid for,
Block summarizes some of the crucial information but sometimes more). See page 40 regarding move-
you derive from each Characteristic. Next to STR ment. There’s also room to list movement special
you list the damage your character can do in Hand- effects (“SFX”), if appropriate. Firebrand writes
To-Hand Combat, how much he can lift (see page “Fire,” since his fire powers allow him to fly; if he
17), and the Endurance (END) cost of his STR (1 had wings, he’d write down “Wings” instead.
END per 10 STR).
Next to DEX, list the character’s base OCV 6. DAMAGE AND CHARGES TRACKER
and DCV (each DEX/3; see page 17). For example, To help you keep track of the STUN and
Firebrand has DEX 23, so his OCV and DCV are BODY you lose and Endurance (END) you use in
both 8. combat, this section has rows of check-boxes you
Next to INT, list the character’s PER Roll, can mark off during combat (and un-mark as your
which you calculate as 9 + (INT/5) or less (see character regains lost STUN, BODY, and END).
page 86). If your character has powers with Charges
Next to EGO, list the character’s base ECV (page 68) — that he can only use a certain number
(EGO/3; see page 92). of times per day — use this section to keep track of
10 Hero System 5th Edition
Firebrand
Character Name: ________________________________________________
Mark Munroe 1
Alternate Identities:_______________________________________________
Jason Walters
Player Name: ___________________________________________________
HERO SYSTEM FIFTH EDITION
CHARACTERISTICS COMBAT INFORMATION
Val Char Base Cost Points Roll Notes Base OCV 8 Base DCV
___ 8
____
15 STR
___ 10 x1 5
___ 12-
___ 3
HTH damage ____d6 200 END (__)
Lift _____ 1 Adjustments +/- Adjustment +/-
23 DEX
___ 10 x3 39
___ 14-
___ 8
OCV (DEX/3) _____ 8
DCV (DEX/3) _____ ________ ___ ________ ____
23 CON
___ 10 x2 26
___ 14-
___ ________ ___ ________ ____
8
10 BODY
___ 10 x2 0
___ 11-
___ 2 Total OCV ___ Total DCV ____
15 INT
___ 10 x1 5
___ 12-
___ 12-
Perception Roll _____ Combat Skill Levels +3 with Fiery
10 EGO
___ 10 x2 0
___ 11-
___ 3
Base ECV (EGO/3) _____ Blade, Fiery Arrow, and Fireball
20 PRE
___ 10 x1 10
___ 13-
___ 4
Base Presence Attack _____d6
14 COM
___ 10 x1/2 2
___ 12-
___
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block ½ +0 +0 Block, abort
6 PD
___ (STR/5) x1 3
___ 20 Total PD _____
Resistant PD _____ 23 Brace 0 +2 1/2 +2 vs. Range Mod.
10 ED
___ (CON/5) x1 5
___ 20 Total ED _____
Resistant ED _____ 30 Disarm ½ -2 +0 Can disarm
Dodge ½ — +3 Abort, vs. all attacks
6 SPD
___ 1+ (DEX/10) x10 27
___ Phases: 1 2 3 4 5 6 7 8 9 10 11 12 Grab ½ -1 -2 Grab two limbs
Haymaker ½ +0 -5 +4 DC, +1 Segment
8 REC (STR/5)+(CON/5) x2
___ 0
___ Move By ½ -2 -2 STR/2 + v/5
Move Through ½ -v/5 -3 STR + v/3
46
___ END (CON x 2) x1/2 0
___ Set 1 +1 +0 Ranged attacks only
30 STUN BODY+(STR/2)+(CON/2) x1
___ 0
___ 122
___ Total Characteristics Points
Strike ½ +0 +0 STR or weapon

_________ ___ ___ ___ ______________


ATTACKS EXPERIENCE POINTS _________ ___ ___ ___ ______________
Energy Blast
Primary attack power _______________ 12 d6
_____ Total earned ___________ _________ ___ ___ ___ ______________
RKA
Secondary attack power _____________ 2 d6
_____ Spent 7
___________ _________ ___ ___ ___ ______________
EB - Explosion
Tertiary attack power ________________ 8 d6
_____ Unspent ___________ _________ ___ ___ ___ ______________

Fire 3
Attack SFX _______________________________ Base Points 200
___________ RANGE MODIFIER
Other attack SFX ___________________________ 150
Disadvantage points ___________ Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

DEFENSES MOVEMENT NOTES


Amount Defense SFX Type Combat NonCom
Origin: unscrupulous govern-
Physical Defense 23
______ Fire
____________ Run (6”) 5 6”
______ 12”
______ ment contractor Avadyne, Inc.
20
Resistant Physical Defense ______ Fire
____________ Swim (2”) 2”
______ 4”
______ useD test pilot Mark Munroe as a
guinea pig to test an experimental
E n e r g y Defense ______ 30 Fire
____________ 3
H. Leap ( __”) 3”
______ 6”
______ ultra-advanced jet fuel. The not yet
Resistant 20 _
Energy Defense Fire
____________ 2
V. Leap ( __”) 2”
______ 4”
______ fully-tested fuel causeD Munroe’s
plane to explode, dousing Him with
Mental Defense ______ ____________ Flight
___________ 20”
______ 40”
______
4 the fuel. Instead of killing him, the
Flash Defense (________) ______ ____________ ___________ ______ ______ accident gAve him fire powers.
Power Defense ______ ____________ ___________ ______ ______ The USAF thinks he’s a villain who
killed Munroe and destroyed the
Other: _____________ ______ ____________ Fire
Movement SFX ______________ plane because of a cover story
Other: _____________ ______ ____________ Movement SFX ______________ concocted by Avadyne. So, both the
USAF and Avadyne are after Firebrand
DAMAGE AND CHARGE TRACKER — one to capture him, the other to
STUN ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑
kill him to cover its misdeeds.
❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑
6 9
END ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑
❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑
BODY ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ CHARGES ❑❑❑❑ ❑❑❑❑ ❑❑❑❑
CHARGES ❑❑❑❑ ❑❑❑❑ ❑❑❑❑ ❑❑❑❑ ❑❑❑❑ CHARGES ❑❑❑❑ ❑❑❑❑ ❑❑❑❑ ❑❑❑❑ ❑❑❑❑
Sidekick 11

CHARACTER INFORMATION CAMPAIGN INFORMATION


Firebrand
Character name ___________________ defender of justice
Campaign name ___________________
6’1” 200 Lbs.
1 Weight __________
Height _________ Champions (Superheroes) 1
Genre ____________________________
Black
Hair color _______ Brown
Eye color ________ HERO SYSTEM FIFTH EDITION Darren Watts
Gamemaster ______________________

SKILLS, PERKS, AND TALENTS POWERS AND EQUIPMENT


Cost Name Roll Cost Name Power/Equipment END
2
___ cONTACT: hIGH-rANKING
_______________________ ___ 30
___ Fire Powers
_________________ Elemental Control, 60-point powers
__________________________________________ _____
___ u.s. aIR fORCE oFFICER
_______________________ 11-
___ 30
___ 1) Fiery Blade
_________________ hka 2D6 (3D6 W/ str), aRMOR pIERCING (+1/2),
__________________________________________ _____
___ _______________________ ___ ___ _________________ rEDUCED eNDURANCE (0 END; + 2)1/
__________________________________________ 0
_____
9
___ +3 w/ fIERY bLADE, fIERY
_______________________ ___ 30
___ 2) fIERY aRROWS
_________________ eNERGY bLAST 12D6
__________________________________________ 6
_____
___ aRROW AND fIREBALL
_______________________ ___ 30
___ 3) fIREBALL
_________________ eNERGY bLAST 8D6, eXPLOSION (+ 2) 1/
__________________________________________ 6
_____
___ _______________________ ___ 30
___ 4) fIRE aURA
_________________ fORCE fIELD (20 PD/ed), rEDUCED eNDURANCE
__________________________________________ _____
3
___ cOMBAT PILOTING
_______________________ 14-
___ ___ _________________ (0 END; +1/2)
__________________________________________ 0
_____
1
___ cOMPUTER pROGRAMMING
_______________________ 8-
___ 30
___ 5) fIERY fLIGHT
_________________ fLIGHT 20”, rEDUCED eNDURANCE (0 END; + 2)
__________________________________________
1/
0
_____
3
___ dEDUCTION
_______________________ 12-
___ 5___ eYES OF fIRE
_________________ iNFRARED vISION
__________________________________________ 0
_____
1
___ eLECTRONICS
_______________________ 8-
___ ___ _________________ __________________________________________ _____
3
___ ks: tHE u.s. aIR fORCE
_______________________ 12-
___ ___ _________________ 11
__________________________________________ _____

1
___ ls: gERMAN (bASIC cON-
_______________________ ___ ___ _________________ __________________________________________ _____

___ VERSATION; eNGLISH IS NATIVE) ___


_______________________ ___ _________________ __________________________________________ _____

3
___ nAVIGATION
_______________________ 12-
___ ___ _________________ __________________________________________ _____

3
___ pARAMEDICS
_______________________ 12-
___ ___ _________________ __________________________________________ _____

3
___ pOWER: fIRE pOWER tRICKS
_______________________ 14-
___ ___ _________________ __________________________________________ _____

3
___ sTEALTH
_______________________ 14-
___ ___ _________________ __________________________________________ _____

3
___ sYSTEMS oPERATION
_______________________ 12-
___ ___ _________________ __________________________________________ _____

3
___ tACTICS
_______________________ 12-
___ ___ _________________ __________________________________________ _____

2
___ tf: aIR vEHICLES
_______________________ ___ ___ _________________ __________________________________________ _____

___ _______________________ ___ ___ _________________ __________________________________________ _____


___ _________________ __________________________________________ _____
___ 10
_______________________ ___
___ _________________ __________________________________________ _____
____ ________________________ ____
___ _________________ __________________________________________ _____
____ ________________________ ____
___ _________________ __________________________________________ _____
____ ________________________ ____
___ _________________ __________________________________________ _____
____ ________________________ ____
___ _________________ __________________________________________ _____
____ ________________________ ____
___ _________________ __________________________________________ _____
____ ________________________ ____
185 Total Powers/Equipment Cost
____ ________________________ ____
____ ________________________ ____ DISADVANTAGES
____ ________________________ ____ Cost Disadvantage Roll Cost Disadvantage Roll
____ ________________________ ____ 10 dnpc:
___ jENNY bURDETTE
_______________________ ___ 10
___ psy LIM: Reluctant to use
_______________________ ___
____ ________________________ ____ (GIRLFRIEND, nORMAL) 8-
12 Powers
___ _______________________ ___ ___ _______________________ ___
____ ________________________ ____ 20
___ huNTED: aVADYNE, iNC.
_______________________ 8-
___ 15
___ rep: mURDEROUS sUPERVILLAIN
_______________________ 11-
___
____ ________________________ ____ ___ (mO pow, nci, cAPTURE/KILL) ___
_______________________ 15
___ soc lim: sECRET id (mARK mUNROE)
_______________________ ___
____ ________________________ ____ 20
___ hUNTED: usaf
_______________________ 8-
___ 20
___ vul: X2 stun/bODY FROM iCE/cOLD
_______________________ ___
____ ________________________ ____ ___ (mO pOW, nci, cAPTURE)
_______________________ ___ 20
___ vul: X2 stun/bODY FROM wATER ___
_______________________
43 Total Skills, Perks, & Talents Cost 20
___ psy lim: cODE VS. kILLING
_______________________ ___ 150 Total Disadvantages Value
12 Hero System 5th Edition
that, too. For example, if your character has a gun
with six bullets, you could use six boxes in one of
Back Side
the “Charges” sections — just X out all the boxes
beyond six so you don’t accidentally think you have 10. SKILLS, PERKS, AND TALENTS BLOCK
more bullets than you really do. If your character has purchased any Skills
(page 21), Perks (page 31), or Talents (page 32),
7. EXPERIENCE POINTS write them down here. The first column lists the
As the campaign progresses, your character Cost in Character Points, and the second the Name
earns Experience Points (page 76) he can spend of the ability. If the ability has a roll (like most
to improve his abilities and learn new ones. Write Skills), write it down in the third column.
them down here, including not just the total but For example, Firebrand knows Combat Pilot-
how many are spent and unspent. ing. He paid 3 Character Points for the Skill. That
Additionally, this section is where you should gives him a DEX-based roll, and since his DEX is
make note of your Base Points (the points the GM 23, that means he has a 14- roll.
gives you for free to start the campaign) and points At the bottom of this block, make note of the
obtained from taking Disadvantages (page 76). total Character Points you’ve spent on Skills, Perks,
At the start of the game, the Total Characteristics and Talents.
Points (1), Total Skills, Perks, & Talents Cost (10),
and Total Powers/Equipment Cost (11), added 11. POWERS AND EQUIPMENT BLOCK
together, should be equal to or less than the Base If your character has abilities built with Powers
Points plus Disadvantage points. After you earn and (page 34) — spells, superpowers, psionic abilities,
spend Experience Points, the total points spent on or the like — write them down here. If he carries
the character should be equal to or less than Base equipment (weapons, armor, and so on), write that
Points + Disadvantages + Experience Points. down here, too.
The first column, “Cost,” is where you note the
8. COMBAT BLOCK Character Point cost of the ability. (If it’s something
The right-hand column of the front of the the character gets for free, like equipment in Heroic
character sheet contains useful combat information games, just leave this column blank.) The second
in quick-reference form. At the top of the block, column is the Name of the ability, if you want to
write down your character’s Base OCV and Base give it one.
DCV (which are also listed in the Characteristics The “Power/Equipment” column is where
Block (2)). Right below that, make note of any stan- you write down the game notation for the ability
dard adjustments to OCV or DCV, such as Combat — the Powers, Advantages, and Limitations it’s built
Skill Levels (page 25) the character has. There’s also with. Some complex powers may need more space;
space to list the Total OCV and DCV — the base use multiple lines if necessary. If the ability costs
plus all relevant adjustments. Endurance (END), list it in the “END” column. (For
Below the “Combat Information” section is a guns and other equipment with Charges [page 68],
summary chart listing the Combat Maneuvers. It you can list that here instead — just put a parenthe-
has room to write in any additional Maneuvers the ses or brackets around the number to distinguish it
character knows, such as Martial Maneuvers he’s from a normal END cost.)
paid Character Points for. Right below this section For example, Firebrand has an ability called
there’s a quick-reference table for the Range Modi- Eyes Of Fire. It costs 5 Character Points, so he puts
fier. “5” in the Cost column. He writes down “Eyes Of
Fire” in the Name column. He built this power
9. NOTES
using Infrared Vision, so that’s what he writes under
Here’s a blank space for you to write down “Power/Equipment.” Since Infrared Vision does not
notes about your character. You may want to jot cost END, he writes “0” in the END column.
down some information about his background or At the bottom of this block, make note of the
personality, or maybe save the space for notes you total Character Points you’ve spent on Powers
take during the game. Some gamers like to use this and/or Equipment.
space to include a picture of their character.
12. DISADVANTAGES BLOCK
Lastly, you need to make note of the Disad-
vantages (page 76) your character has. The Value
column contains the number of points you get
from the Disadvantage. Under “Disadvantage,” list
the Disadvantage itself by name and description,
including any other information you consider rel-
evant. If the Disadvantage requires a roll of some
sort, you can note that in the “Roll” column. At
the bottom of this block, make note of how many
Character Points you get from Disadvantages.
chapter one:

CHARACTER CREATION
14 ■ Character Creation Hero System 5th Edition

CHARACTER
POINTS
n the HERO System, you create a character by This includes mundane equipment like cameras,

I
MORE POINTS!
spending Character Points to buy the various handguns, radios, gas masks, and the like. They
The two starting abilities and attributes a character has — every- don’t get any abilities or equipment “for free.”
Character Point totals thing from how strong and agile he is, to what Typical Superheroic campaigns include cam-
described in the text he knows how to do (and how well he can do it), to paigns where the Player Characters are comic book
— 350 points for Super- unusual powers he may have (like the power to cast superheroes, really high-powered Fantasy adven-
heroic characters, 150 spells or fly). turers, anime-style martial artists, or demi-gods.
points for Heroic char- Character Points come from two sources. The
acters — are just the two HEROIC CAMPAIGNS
first is Base Points. These are Character Points you
most common options get for free from the GM when you start to design a In a Heroic campaign, characters receive 75
for HERO System cam- Base Points to start, and they may supplement them
character. The second is points from Disadvantages.
paigns. The GM can with up to 75 points’ worth of Disadvantages. Thus,
allow you to build start- If the Base Points aren’t enough for you to create
the character you have in mind, you can take Dis- starting characters are built on up to 75 + 75 = 150
ing characters with as
many Base Points and advantages, which are complications, hindrances, or Character Points.
points from Disadvan- flaws your character suffers from (see page 76). Each In a Heroic campaign, the characters are
tages as he wants, so be Disadvantage you take is worth a certain number of extremely skilled and capable individuals, but
sure to check with him additional Character Points — the more severe the “normal” humans nonetheless. They can always buy
before you start creat- Disadvantage, the more Character Points it’s worth to Characteristics, Skills, and Perks. They can ordinar-
ing your character to your character (but the more it handicaps him). ily buy Talents, and can usually buy Powers to sim-
find out what he has in ulate some of the things they can do (such as the
mind for the game. The ability to run faster, leap further, or punch harder).
HERO System 5th Edition
rulebook has informa-
Superheroic And But normally they cannot buy overt superhuman
abilities, like the power to walk through walls or
tion on other standard Heroic Characters teleport. (One exception: in some campaigns, such
starting Character Point
totals for various types The amount of Character Points you design as Fantasy, Heroic characters can buy the ability to
of characters. a character with — the Base Points the GM gives cast spells, use psionic powers, or the like.)
him, plus the Disadvantage points he’s allowed to Heroic characters also suffer from a restric-
take — defines how powerful and competent he tion on their ability to buy Characteristics: beyond
is. Campaigns fall into two categories, defined by a certain point, they have to pay double cost to
the number of Character Points you build charac- improve their Characteristics. See page 16.
ters with, and what characters can do with them: On the other hand, Heroic characters do not
Superheroic and Heroic. have to pay Character Points for ordinary equip-
ment like cameras, handguns, radios, gas masks,
SUPERHEROIC CAMPAIGNS and the like. They get that sort of gear by paying
In a Superheroic campaign, characters receive money in the context of the game, having it issued
200 Base Points to start, and they may supplement to them by their superiors, building it using their
them with up to 150 points’ worth of Disadvan- own Skills, and so forth. A Superheroic character
tages. Thus, starting characters are built on up to who needs a flashlight has to pay Character Points
200 + 150 = 350 Character Points. for it; a Heroic character just has to run down to
Superheroic campaigns feature extremely pow- the corner store and spend $5.
erful characters. They can buy Powers or anything Typical Heroic campaigns include campaigns
else they want (subject to the GM’s permission, of where the Player Characters are spies, space explor-
course). However, they must pay Character Points ers, Fantasy adventurers, pirates, two-fisted Pulp-
for everything they want to have or be able to do. era heroes, or “realistic” martial artists.

CHARACTER ABILITY GUIDELINES TABLE


This table provides guidelines regarding the building of Heroic and Superheroic characters: the range of their Primary
Characteristics, SPDs, CVs, and DCs in their main attacks; the typical range of Active Points in powers and similar abili-
ties; the overall amount of Character Points spent on Skills (and the average rolls for Skills); and typical ranges for Normal
Defenses and Resistant Defenses.
Character Type Char SPD CV DC Active Points Skill Points Skill Roll Def/rDef
Heroic 10-20 2-4 3-7 3-8 15-50 0-75 8-13- 10/5
Superheroic 10-40 3-10 7-13 6-14 40-80 25-80 11-15- 20/10
Sidekick ■ Chapter One 15

with your GM before you start building a charac-


Restrictions On ter for his game.
Spending Points What all this means is that it’s your respon-
sibility to learn about the different things you can
The HERO System doesn’t establish any restric- spend points on — Skills, Powers, Talents, and so
tions on what you can spend Character Points on. on. Unless you know what’s available to buy, you’re
If you want to spend most of them on Characteris- going to have a little trouble creating the charac-
tics and just a few on Skills, you can; if you want to ter you want. But it’s not difficult to gain enough
buy a lot of Powers for your character but leave him familiarity with the HERO System to start the char-
with more or less ordinary Characteristics, you can. acter creation process. Just skim over pages 16 to
Establishing artificial restrictions would make it 73 to learn what the different game elements and
harder for you to build the character you want, and options are, then come up with an idea for a char-
that’s contrary to the spirit of the HERO System. acter and focus in on the elements most appropri-
To guide your decisionmaking and help you ate for it. For example, if you want to create a burly
create a fun, balanced character, the Character warrior character, you need to pay close attention
Ability Guidelines Table indicates the “average” to things like Characteristics and weapon Skills,
ranges of characters’ abilities in most games. Addi- but you can ignore most of the Powers and Skills.
tionally, some GMs establish limits or guidelines As you expand your character concept and create
for spending points to ensure you create charac- other characters, you can study other game ele-
ters appropriate for their campaigns — so check ments more closely and learn about them.

OPTIONAL CHARACTER DESIGN GUIDELINES


The “free-form” nature of the HERO System character creation sometimes confuses new gamers and gamers used to
more “structured” systems that restrict how players create characters. The HERO System offers a lot of possibilities, and
it may take you a little while to learn them! If you’d like some guidance to help get you started, use the following guide-
lines for the amount of Character Points you should spend on each game element:

Superheroic Characters Characteristic-Oriented Skill-Oriented Power-Oriented


Characteristics 230 125 120
Skills, Perks, and Talents 50 125 40
Powers/Equipment 70 100 190
Total 350 350 350

Heroic Characters Characteristic-Oriented Skill-Oriented Power-Oriented


Characteristics 90 60 50
Skills, Perks, and Talents 40 75 50
Powers/Equipment 20 15 50
Total 150 150 150
Characteristic-Oriented: A character whose abilities are mainly represented by high Characteristics, such as a strongman.
Skill-Oriented: A character whose abilities are mainly represented by having lots of Skills, or fewer Skills with high Skill
Rolls, such as a martial artist or a thief.
Power-Oriented: A character whose abilities are mainly built with Powers (whether they’re innate powers or equip-
ment), such as a wizard, a psychic, or an energy projector. This also includes gadget- or weapon-oriented characters.
16 ■ Character Creation Hero System 5th Edition

CHARACTERISTICS
haracteristics represent a character’s natural

C
CHARACTERISTIC
ROLLS attributes (such as physical strength, intel- MOVEMENT TABLE
lect, and willpower). The higher a Charac-
In some situations,
teristic, the better a character is at whatever Base Cost per Heroic
it may not be clear that Characteristic represents. A character with Value Movement Mode +1” Maximum
whether a character can Strength 20 is stronger than one with Strength 15. 6” Running 2 10”
perform a particular HERO System characters have two types of 2” Swimming 1 5”
action. For example, Characteristics: Primary and Figured. 2” (STR/5) Leaping 1 5”
Andarra falls out of Primary Characteristics represent a charac-
a building and tries
to grab a ledge as she
ter’s physical and mental capabilities. All characters Movement
start with a value of 10 in each of their Primary
passes it — will she Characteristics. The accompanying table lists the Related to Characteristics is a character’s abil-
succeed? In this sort Primary Characteristics and how many Character ity to move. All characters can run, leap, and swim
of situation, where no at a base level indicated in the accompanying table.
Skill applies, the GM
Points it costs to raise each one’s value by 1.
The second type of Characteristic is Figured They can buy more Running, Leaping, or Swim-
can ask a character to ming if they want, but the Heroic maximum rules
make a Characteristic Characteristics, so called because you derive their
Roll based on the most values from a character’s Primary Characteristics. (see above) apply in Heroic campaigns.
relevant Characteristic Figured Characteristics mainly represent various
(DEX, in this case). combat capabilities. You can raise or lower Fig-
Characteristic Rolls ured Characteristics independently of the Primary EXPLANATION
equal 9 plus the Char-
acteristic divided by 5:
Characteristics by spending Character Points. See
the accompanying table for a listing of the Figured
OF CHARACTERISTICS
Characteristics. The following descriptions give some idea of
9 + (Characteristic/5) the use and effects of each Characteristic in the
or less HEROIC MAXIMUM VALUES game.
In Heroic campaigns, Characteristics suffer
Thus, a DEX Roll is 9 + from a restriction called Normal Characteristic
(DEX/5) or less. Andarra Maxima. This means that if a character wants to Primary Characteristics
(DEX 17) has a DEX buy a Characteristic above the Heroic Maximum
Roll of 12- (9+(17/5)). indicated in the two Characteristics Tables, he STRENGTH STR
She grabs the ledge if she must pay double the cost. For example, if a Heroic
rolls 12 or less on 3d6.
Strength represents the character’s raw physi-
character wants to have STR 25, it costs him 10 (to cal power: how much damage he does in HTH
buy his STR to 20 at the normal cost of 1 Character Combat; how much he can lift, carry, and throw;
Don’t use Characteristic Point per point of STR) + 10 (5 more points of STR
Rolls too much, since how far he can leap; and so forth. The Strength
they can slow down
at double cost, or 2 Character Points per point) = Table indicates the effects of various levels of STR;
play and may rob the 20 points. as you can see, every +5 STR adds +1d6 to the
player of control over Normal Characteristics Maxima do not apply character’s HTH damage and doubles his lifting
his character. in Superheroic campaigns. In a Superheroic cam- capacity.
paign, STR 25 costs 15 Character Points. STR costs Endurance to use — 1 END per 10
The Skill Roll Table, points of STR. (Heroic games sometimes charge 1
page 22, lists the rolls
for Characteristics of
PRIMARY END per 5 STR, since characters use STR so much
with weapons and the like.) See page 36 for more
various ranges. CHARACTERISTICS TABLE information regarding spending END.
1 point of STR costs 1 Character Point.
Base Primary Cost Per Heroic
Value Characteristic Point Maximum
Throwing Things
Characters also use STR to throw things. To
10 Strength (STR) 1 20
calculate throwing distance, use the Strength Table
10 Dexterity (DEX) 3 20
10 Constitution (CON) 2 20 to determine how much STR it takes to lift the
10 Body (BODY) 2 20 object. Then subtract that STR from the character’s
10 Intelligence (INT) 1 20 STR. If the result is zero or less, he cannot throw
10 Ego (EGO) 2 20 the object. If the result is more than zero, that’s the
10 Presence (PRE) 1 20 “Extra Strength” the character has to throw with.
10 Comeliness (COM) ½ 20 Consult the Throwing Table (sidebar, page 18) to
determine how far he can throw the object.
Sidekick ■ Chapter One 17

The Normal Damage done by a thrown object


equals the character’s dice of STR damage, or the
STRENGTH TABLE
DEF+BODY of the object, whichever is less. Thus,
Strength Lift (kg) Damage Leap (hexes) Example
a STR 60 character (12d6 damage) throwing a tele- -25 .8 — — Grenade, Football
phone pole (DEF 5, BODY 5) does 10d6 Normal -23 1.0 — —
Damage. If he threw an armored car (DEF 8, BODY -20 1.6 — — Pineapple
18), he’d do 12d6 Normal Damage. -18 2.0 — —
-15 3.2 — — One-Handed Sword
DEXTERITY DEX
-13 4.0 — — Rifle
Dexterity represents a character’s agility and -10 6.4 — —
reaction time. It also represents accuracy: a charac- -8 8.0 — — Shotput
ter’s Combat Value (CV) is his DEX/3. -5 12.5 — —
1 point of DEX costs 3 Character Points. -3 16.0 — —
0 25.0 — — Full suitcase, Small Missile,
CONSTITUTION CON TV set
Constitution represents a character’s health 3 37.0 ½d6 ½”
and hardiness. A character’s CON determines how 5 50.0 1d6 1”
easily he’s Stunned in combat (see page 99). 8 75.0 1½d6 1½”
1 point of CON costs 2 Character Points. 10 100.0 2d6 2” Man
13 150.0 2½d6 2½”
BODY BODY 15 200.0 3d6 3” Two men, piano
18 300.0 3½d6 3½”
Body represents how much damage a charac-
20 400.0 4d6 4” Motorcycle
ter can take before dying (see page 99).
23 600.0 4½d6 4½” Sailboat
1 point of BODY costs 2 Character Points. 25 800.00 5d6 5” Small Trailer
INTELLIGENCE INT 28 1,200.0 5½d6 5½” Medium Missile
30 1,600.0 6d6 6” Small Car, Large Missile
Intelligence represents a character’s ability to 35 3,200.0 7d6 7” Truck
take in and process information quickly. It does 40 6,400.0 8d6 8” Small Jet, Combat Helicopter
not necessarily reflect knowledge or lack thereof 45 12.5 tons 9d6 9” Jet Fighter, Subway Car
(a character could be ignorant or a genius, but still 50 25.0 tons 10d6 10” Infantry Fighting Vehicle
have an INT of 10). It has more to do with pro- 55 50.0 tons 11d6 11” Tank
cessing and reacting to information than with raw 60 100.0 tons 12d6 12” Space Shuttle
learning. INT serves as the basis for Perception 65 200.0 tons 13d6 13” Large Plane, Titan II Rocket
Rolls and many important Skills. 70 400.0 tons 14d6 14” Trawler
1 point of INT costs 1 Character Point. 75 800.0 tons 15d6 15” Drilling Rig
80 1.6 ktons 16d6 16” Small Bridge
EGO EGO 85 3.2 ktons 17d6 17” Military Tugboat
Ego represents a character’s mental strength 90 6.4 ktons 18d6 18” Destroyer, Large Submarine
and strength of will. EGO helps a character when 95 12.5 ktons 19d6 19” Freighter (unloaded)
100 25.0 ktons 20d6 20” Cruiser, freighter (loaded),
he resists or uses Mental Powers, or tries to over-
large bridge
come his Psychological Limitations (see page 79).
1 point of EGO costs 2 Character Points.
Lift: The maximum amount of weight the character can usually just manage to lift off
PRESENCE PRE the ground, stagger with for a step or two, then drop, in kilograms (1 kg = 2.2 pounds).
Presence represents a character’s forcefulness, This assumes a solid lifting surface.
charisma, bravery, and leadership qualities — in Damage: Normal Damage in HTH Combat.
short, his impressiveness. PRE allows characters to Leap: Running broad jump forward, distance in hexes. Running jumps upward and
impress or awe others and to resist the effects of standing jumps are half this distance; standing jumps upward are one-fourth this dis-
other characters’ high PRE. (See Presence Attacks, tance.
page 101.)
1 point of PRE costs 1 Character Point.
COMELINESS COM
Comeliness represents a character’s beauty or
handsomeness.
1 point of COM costs ½ Character Point.
18 ■ Character Creation Hero System 5th Edition
THROWING TABLE Figured
Extra
Strength
Throwing
Distance
Characteristics
0 or less 0”
3 1” PHYSICAL DEFENSE PD
5 2” Physical Defense rep-
8 3” resents a character’s ability
10 4” to withstand damage from
13 5” physical attacks, such as
15 6” punches. (See pages 97-98.)
18 7”
PD has a base value of
20 8”
23 9” (STR/5); increasing it costs 1
25 10” Character Point per 1 point.
28 11” ENERGY DEFENSE ED
30 12”
35 14” Energy Defense rep-
40 16” resents a character’s ability
45 18” to withstand damage from
50 20” energy attacks, such as
55 22” electricity or fire. (See page
60 24” 97-98.)
65 26” ED has a base value
70 28”
of (CON/5); increasing it
75 30”
80 32” costs 1 Character Point per
85 34” 1 point.
90 36” SPEED SPD
95 38”
100 40” Speed represents how
many Phases a character has
in a Turn, and when they
COMBAT VALUE occur (see page 87).
TABLE Speed has a base value
of 1 + (DEX/10). Each addi-
Here’s a quick-reference tional 1 point of SPD costs
table to help you calcu- 10 Character Points. FIGURED CHARACTERISTICS TABLE
late your character’s CV. SPD is the only Fig-
Substitute “EGO” for ured Characteristic which Base Figured Cost Per Heroic
“DEX” and it tells you doesn’t round in favor of the Value Characteristic Formula Point Maximum
your character’s ECV, character; it always rounds (2) Physical Defense (PD) STR/5 1 8
too. down. To increase fractional (2) Energy Defense (ED) CON/5 1 8
SPD, characters must buy (2) Speed (SPD) 1 + (DEX/10) 10 4
DEX CV the remaining fraction of a (4) Recovery (REC) (STR/5) + (CON/5) 2 10
0, 1, 2, 3, 4 1 SPD point. Each 1/10 of a (20) Endurance (END) 2 x CON ½ 50
5, 6, 7 2 (20) Stun (STUN) BODY+(STR/2)+(CON/2) 1 50
SPD point costs 1 Character
8, 9, 10 3 Point. If the numbers on a Figured Characteristic don’t come out even, use the round-
11, 12, 13 4 ing rules described on page 6. For example, a character with STR 15, CON 15, and
14, 15, 16 5 Example: A character with BODY 10 has 26 points of STUN: 10 (from BODY) + 8 (STR/2 = 7.5, rounds up
17, 18, 19 6 a DEX of 18 has a base to 8) + 8 (CON/2 = 7.5, rounds up to 8). Remember, SPD only rounds down, as
speed of 1 + (18/10) = 2.8, explained in the text.
20, 21, 22 7
23, 24, 25 8 which rounds down to 2, so
the character is SPD 2. If the character wanted Recovery has a base value of (STR/5) +
26, 27, 28 9
29, 30, 31 10 to be SPD 3, that would cost 2 Character (CON/5). Each additional 1 point of REC costs 2
...and so on Points. If the character wanted to be SPD 4, it Character Points.
would cost 12 Character Points. ENDURANCE END
Endurance represents the energy a character
RECOVERY REC expends to act, exert himself, and use his powers.
Recovery represents how fast a character A character who uses a Power, moves, or uses STR
recovers from being exhausted or knocked out; expends END (unless the GM chooses to ignore this
it also allows the character to heal more quickly. rule in the interest of faster game play; see page 37).
Each point of REC allows the character to regain END has a base value of 2 x CON. Each addi-
1 point of lost STUN and 1 point of spent END tional 1 point of END costs ½ Character Point.
each Post-Segment 12 Recovery and each Phase
in which the character takes a Recovery (see STUN STUN
page 100). Stun represents how much damage a character
can take before being Knocked Out (see page 99).
Sidekick ■ Chapter One 19

Characteristics
Comparisons
For purposes of ana-
lyzing characters and their
Characteristics, the HERO
System uses seven categories:
Weak, Challenged, Average,
Skilled, Competent, Legend-
ary, and Superhuman.
Characteristics in the
Weak range usually represent
infants, the extremely aged,
persons afflicted with ter-
rible diseases, and the like.
Challenged is one step up
from that; it represents some
children and elderly people,
persons suffering from illness
or handicaps, and so on.
Average is just that
— the range of Character-
istics for the typical people
encountered during the
game, from active children
to healthy senior citizens.
The normal people charac-
ters interact with during the
game tend to have Primary
Characteristics of about 6-8;
heroes start with 10s because
they’re exceptional persons,
destined for greatness.
STUN has a base value of BODY + (STR/2) + One step up from Aver-
(CON/2). Each additional 1 point of STUN costs 1 age is Skilled. Characteristics within the Skilled
Character Point. range can still represent more or less normal
DEFENSE DEF persons without any special training or benefits.
For example, many ordinary people have Skilled-
“Characters” like vehicles, bases, and inanimate
range STR from exercising, INT, EGO, or PRE due
objects use this Characteristic. DEF represents an
to genetics and personality, and so forth. But the
object’s protection against damage (both physical
Skilled level also represents the average athlete,
and energy). DEF is Resistant.
police officer, or soldier who has some specialized
1 point of DEF costs 3 Character Points.
training.
Once you get into the Competent range,
REDUCING things become a little different. Normal people can
sometimes edge into Competent, but usually Com-
CHARACTERISTICS petent-level Characteristics result from intensive
training, truly rare genetic gifts, or the like. This
Characters may reduce (or “sell back”) Characteristics would include many Olympic athletes, elite soldiers
below beginning values. The points gained are the and law enforcement officers, and so forth. Many
same as the price for raising the Characteristic by a player characters have a majority of their Charac-
corresponding amount.
teristics in this range or higher — that’s one of the
Example: Albert wants his character to be less healthy things that makes them heroes.
than normal — in game terms, to start the campaign Beyond Competent is Legendary. Few humans
with a Constitution of 7 instead of 10. Since his char- reach this lofty plateau; generally speaking, ordi-
acter lost 3 points of CON, and CON costs 2 Charac- nary people can never attain it. Only truly excep-
ter Points per point, the character gains 6 Character tional individuals — heroes and superheroes,
Points to buy other Characteristics or Skills. However,
plus the best of the best in fields such as athletics
the loss of CON affects the character’s ED, REC, END,
— have Legendary Characteristics. The upper limit
and STUN. Moreover, he’s rather frail.
of Legendary is the upper limit of normal human
A character may sell back each and every Primary attainment.
Characteristic below the listed value, but only one Fig- At the pinnacle is Superhuman. A character
ured Characteristic, and may not reduce any Primary cannot have even a single Characteristic in this
Characteristic below 5 without the GM’s permission. range unless he’s not human or some superhuman
20 ■ Character Creation Hero System 5th Edition
man origin. For example,
CHARACTERISTICS COMPARISON TABLE look at Pulsar on page
118. None of his Primary
Char Weak Challenged Average Skilled Competent Legendary Superhuman
STR 1-2 3-5 6-10 11-13 14-20 21-30 31+ Characteristics fall into
DEX 1-2 3-5 6-10 11-13 14-20 21-30 31+ the range for “Superhu-
CON 1-2 3-5 6-10 11-13 14-20 21-30 31+ man” on the Character-
BODY 1-2 3-5 6-10 11-13 14-20 21-30 31+ istics Comparison Table.
INT 1-2 3-5 6-10 11-13 14-20 21-50 51+ And yet, he’s clearly super-
EGO 1-2 3-5 6-10 11-13 14-20 21-50 51+ human — he can fly, fire
PRE 1-2 3-5 6-10 11-13 14-20 21-50 51+ energy bolts, and so forth.
COM 1-2 3-5 6-10 11-13 14-20 21-30 31+ Each GM determines
PD, ED 0-1 1-2 3-4 5-6 7-10 11-15 16+ for his own campaign
SPD 1 1-2 1-2 2-3 4-5 6-7 8+
what numbers fall within
REC 1 1-2 2-4 5-6 7-10 11-13 14+
END 2-4 6-10 11-20 21-26 27-40 41-60 61+ these seven categories.
STUN 3-4 7-11 12-20 21-27 28-40 41-60 61+ In one game, an Average
person might have Pri-
Running 1” 2-3” 4-6” 7-8” 9-10” 11-13” 14”+ mary Characteristics in
Leaping 0” 1” 2” 3” 4-5” 6-11” 12”+ the 6-10 range, and Super-
Swimming 0” 1” 2” 3” 4-5” 6-9” 10”+ human ones in the 31+
range. In another game,
phenomenon — superpowers, magic, mutation, Average might be 10-15,
super-technology, or the like — exists. However, a and Superhuman 51+. It all depends on GM and
character doesn’t have to have Superhuman-range player preference, the nature of the campaign, and
Characteristics to be considered a “superhuman.” other such factors. The accompanying Character-
The Superhuman label is simply a convenient one istics Comparison Table lists some suggested guide-
for defining a specific threshold. Being a superhu- lines that should apply well to most campaigns,
man depends primarily on having superhuman but the GM can change the ranges listed for each
abilities of some sort, or an appropriately superhu- category if he wants.

CHARACTERISTICS BENCHMARKS TABLE


This table providesa few suggestions about the types of characters that fit into each category for each Characteristic. Once
again, these are only guidelines; some GMs may prefer to use other benchmarks for their games.

Char Weak Challenged Average Skilled Competent Legendary Superhuman


STR Infant Child, elderly Average Typical Olympic Gorilla Hercules
person person weightlifter weightlifter Horse Thor
DEX Infant Child, elderly Average Cop Sleight of Elite martial Hermes
person person Pickpocket hand artist artist
Soldier Elite soldier
CON Infant Child, elderly Average Soldier Elite soldier Rasputin Hercules
person person Horse Elephant Thor
Wolf Ox Whale
BODY Infant Child, elderly Average Pro football Rasputin Elephant Hercules
person person player Horse Rhinoceros Thor
Whale
INT Infant Imbecile Average Elite soldier Einstein Sherlock Super-
person Edison Holmes computer
Tesla
EGO Infant Weak-willed Average Elite soldier Person with Psionic Zeus
person, many person psychic superhero Odin
insane people powers Powerful
Sorcerer sorcerer
PRE Infant Coward Average Televangelist Julius Caesar Vampire lord Zeus
person Wolf Vampire Odin
COM Person with Ugly person Average Model Supermodel Elite Helen of Troy
horrific facial person supermodel
scarring
Sidekick ■ Chapter One 21

SKILLS
kills are abilities characters have learned or

S are trained to perform. Examples of Skills


include lockpicking, spaceship piloting,
knowing all about politics, and fencing.
This section describes the different Skills available
in the HERO System, their point cost, and how
USING SKILLS
The following rules pertain to the use of Skills
generally. The Skills’ individual descriptions may
have additional rules.

Skills affect the game. SUCCESS AND FAILURE


Characters make Skill Rolls using 3d6.
If a character rolls less than or equal to his Skill
BUYING SKILLS Roll, taking all modifiers into account, he has suc-
ceeded. The more he makes the roll by, the greater
A character learns a Skill by paying the Charac-
his degree of success.
ter Point cost listed (usually 3 points). Once a char-
If character rolls greater than his Skill Roll,
acter buys a Skill, he may use it as much as he wants
taking all modifiers into account, he has failed.
without paying more points. However, improving his
This means he can’t perform the chosen action or
ability with a Skill costs more Character Points.
receives no benefit from the Skill until the situa-
The HERO System groups Skills into five cat-
tion changes in his favor — in other words, until he
egories for ease of reference when creating charac-
somehow gets at least a +1 modifier to the Skill Roll.
ters. The categories are:
Obtaining a +1 to a Skill Roll can be as simple as
■ Agility Skills taking more time (see Taking Extra Time, page 22).
■ Background Skills Bonuses And Penalties
In the HERO System, bonuses and penalties
■ Combat Skills to a Skill Roll apply to the Skill’s rating, not to the
■ Intellect Skills number rolled on the dice. Thus, a positive modifier
— like +1 or +3 — is good, because it improves the
■ Interaction Skills character’s chance to succeed; a negative modifier
— like -2 or -5 — is bad, because it decreases the
Characters may have Skills from any or all chance of success.
categories.
SKILL ROLLS SKILL MODIFIERS TABLE
Most Skills are rated with a number which
indicates how well the character knows the Skill — The GM can apply the following general modifiers to Skill
the higher the number, the better he is at the Skill. Rolls, based on the situation.
In general, a character with an 11- is fairly good at a Modifier Circumstance
Skill, while any Skill over 14- is remarkable. +3 to +5 Routine
The base Skill Roll for most Intellect, Agility, or +1 to +3 Easy
Interaction Skills, and some Background Skills, is -1 to -3 Difficult
calculated by the following formula: -3 to -5 Extremely Difficult
-5 or more Sheer Folly
Skill Roll = See text Preparing for extra time
9 + (Characteristic/5) or less +1 to +3 Character has extensive knowledge of the
object of the Skill Roll
Thus, the base Skill Roll for an Intellect Skill is +1 to +3 Character roleplays the use of the Skill
9 + (INT/5) or less (round in favor of the charac- well
ter). The Skill Roll Table (page 22) lists the rolls for +1 to +3 Character uses good equipment in con-
Skills based on different Characteristic values. nection with the Skill Roll
Most Background Skills have a base 11- roll. +1 to +3 Excellent conditions for performing the
Some Skills, such as Martial Arts, Transport Familiar- Skill
ity, and Weapon Familiarity, don’t involve a roll at all. -1 to -5 Poor conditions for performing the Skill
Improving the Skill Roll for standard Charac- -1 to -5 Extremely strange or weird object to
teristic-Based Skills by +1 costs 2 Character Points. perform the Skill on
-1 to -5 Character uses poor equipment, or lacks
Background and Combat Skills have different costs,
the proper equipment (if appropriate)
explained in their individual descriptions. Charac- -1 to -3 Combat conditions, for Skills not nor-
ters can also improve Skill Rolls by purchasing Skill mally used in combat
Levels (see page 29).
22 ■ Character Creation Hero System 5th Edition
EVERYMAN SKILLS For example, if a character has Lockpicking 13-
and uses tools that provide a +2 bonus, he has Lock- TIME CHART
All characters have picking 15-. If he rolls a 12, he makes the roll by 3.
some ability in a few Time Period/Duration
Skills to reflect the fact SKILL VERSUS SKILL CONTESTS 1 Segment
that everybody knows Sometimes characters use their Skills in oppo- 1 Phase
how to do these things sition, such as when one character tries to conceal 1 Turn (Post-Segment 12)
to some extent. These 1 Minute
something while another character tries to find it.
are called Everyman 5 Minutes
This is a Skill Versus Skill Contest. 20 Minutes
Skills, and a character In a Skill Versus Skill Contest, the character
has an 8- roll in each of 1 Hour
taking action makes his roll first. If he fails, the 6 Hours
them for free — they
other character automatically wins the contest. If he 1 Day
don’t cost any points
succeeds, the other character must make his Skill 1 Week
at all.
Roll at a penalty of -1 for every 1 point by which 1 Month
the first character makes his Skill Roll. In other 1 Season (3 months)
In most campaigns, 1 Year
words, the second character must succeed by the
the Everyman Skills 5 Years
are: Acting, Climbing, same or a greater margin as the first.
For example, Andarra uses her Computer 25 Years
Concealment, Conver- 1 Century
sation, Deduction, one Programming 12- to create a security program for
Knowledge Skill of a her computer. She rolls a 9, so she made the roll by
For each step down the Time Chart a char-
city or region, one Lan- 3. Anyone who tries to break through or avoid her
acter takes to perform a Skill, he receives a +1
guage (4 points’ worth security program must make a Computer Program-
of fluency), Paramedics, bonus. For example, if a character takes 1 Minute
ming roll at a -3 penalty.
Persuasion, Shadowing, to perform a task requiring only 1 Turn, he gets a
Stealth, and one 1-point TAKING EXTRA TIME: THE TIME CHART +1 bonus.
Transport Familiarity. If a character takes extra time to perform a If a character tries to perform a task too
Skill, he receives a bonus. The accompanying Time quickly, a penalty applies. For each step up the
If a character wants to Chart indicates various units of time. The GM Time Chart from the time required to use a Skill,
buy one of these Skills, consults the Time Chart and decides how long it he suffers a -3 penalty. For example, if a character
he must pay full price; tries to finish a 1 Minute-long task in just 1 Phase,
takes to perform a Skill. For example, picking a
having it as an Every- he suffers a -6 penalty.
man Skill doesn’t reduce lock might take 1 Turn, while using Paramedics on
the Skill’s cost. someone could take 1 Minute.

COMPLEMENTARY
SKILL ROLL TABLE
SKILLS Characteristic Value Skill Roll Description
N/A 8- A Familiarity — very basic knowledge. This costs 1 Character Point, and characters
In some situations, a cannot apply Skill Levels to the roll.
character may have two 2 or less 9-
Skills that both seem to
apply. In that case, the 3, 4, 5, 6, 7 10-
GM decides which Skill 8, 9, 10, 11, 12 11- Competent: The character can perform routine tasks easily, and difficult tasks with a
is the “primary” Skill little effort. He is qualified to get a job using the Skill.
— the one most appli-
13, 14, 15, 16, 17 12- Skilled: The character is well-versed in the Skill; he can perform even difficult tasks
cable. The other Skill is a without too much effort. He is qualified to manage or assist less-skilled workers
Complementary Skill. as they use the Skill.
18, 19, 20, 21, 22 13-
The character should
roll the Complementary 23, 24, 25, 26, 27 14- Very Skilled: The character is a master with the Skill. He can perform more difficult
or unusual tasks without too much trouble.
Skill first. For every full
2 points by which he 28, 29, 30, 31, 32 15-
makes the roll, he gets a 33, 34, 35, 36, 37 16- Highly Skilled: The character is one of the very best people in the world with that
+1 bonus to the primary Skill. He often works on cutting-edge applications of the Skill.
Skill roll. Then he rolls 38, 39, 40, 41, 42 17-
the primary Skill and
43, 44, 45, 46, 47 18- Extremely Skilled: The character is one of the greatest masters of the Skill in history.
applies the bonus. This
He develops new uses for the Skill and “pushes the envelope” of what it can do.
roll determines whether
he succeeds, and if so 48, 49, 50, 51, 52 19-
how well. 53, 54, 55, 56, 57 20- Incredibly Skilled: The character amazes even other skilled practitioners. He’s perhaps
the greatest master of the Skill in history.
...and so on.
Characters can also improve a Skill Roll by paying more Character Points for the Skill or buying Skill Levels, as described
in the text. Having a high Characteristic isn’t the only way to get a high Skill roll.
Sidekick ■ Chapter One 23

THE SKILL LIST HERO SYSTEM


All Skills are listed here alphabetically, with the Type of Skill, the Base Roll on 3d6, the Base Cost in Character Points, and SKILLS
the cost of a +1 to the Skill Roll. The GM can create other Skills or let characters buy Skills not on the list. General catego-
ries such as Professional Skills and Knowledge Skills cover Skills not listed; refer to the text for further information. The full HERO System
Skill Type Base Roll Base/+1 Cost rules contain several
Acrobatics .........................................................................................................Agility 9+(DEX/5) 3/2 more Skills that charac-
Acting ................................................................................................................Interaction 9+(PRE/5) 3/2 ters can buy:
Animal Handler ...............................................................................................Interaction 9+(PRE/5) 3/2 Analyze
Breakfall ............................................................................................................Agility 9+(DEX/5) 3/2
Bribery ...............................................................................................................Interaction 9+(PRE/5) 3/2 Autofire Skills
Bugging .............................................................................................................Intellect 9+(INT/5) 3/2 Cramming
Bureaucratics ....................................................................................................Interaction 9+(PRE/5) 3/2
Climbing ...........................................................................................................Agility 9+(DEX/5) 3/2 Defense Maneuver
Combat Driving ...............................................................................................Agility 9+(DEX/5) 3/2 Penalty Skill Levels
Combat Piloting ...............................................................................................Agility 9+(DEX/5) 3/2
Combat Skill Levels .........................................................................................Combat — Varies Rapid Attack
Computer Programming ................................................................................Intellect 9+(INT/5) 3/2 Teamwork
Concealment ....................................................................................................Intellect 9+(INT/5) 3/2
Two-Weapon Fighting
Contortionist ....................................................................................................Agility 9+(DEX/5) 3/2
Conversation ....................................................................................................Interaction 9+(PRE/5) 3/2
Criminology .....................................................................................................Intellect 9+(INT/5) 3/2
Additionally, many of
Cryptography ...................................................................................................Intellect 9+(INT/5) 3/2
the Skills described in
Deduction .........................................................................................................Intellect 9+(INT/5) 3/2
Demolitions ......................................................................................................Intellect 9+(INT/5) 3/2 Sidekick are discussed
Disguise .............................................................................................................Intellect 9+(INT/5) 3/2 in much greater detail
Electronics ........................................................................................................Intellect 9+(INT/5) 3/2 in the full HERO
Fast Draw ..........................................................................................................Agility 9+(DEX/5) 3/2 System rules, with
Forensic Medicine ...........................................................................................Intellect 9+(INT/5) 3/2 more options and
Forgery ..............................................................................................................Intellect 9+(INT/5) 3/2 variations so you can
Gambling...........................................................................................................Intellect 9+(INT/5) 3/2 customize your char-
High Society .....................................................................................................Interaction 9+(PRE/5) 3/2 acter.
Interrogation.....................................................................................................Interaction 9+(PRE/5) 3/2
Inventor .............................................................................................................Intellect 9+(INT/5) 3/2
Knowledge Skill ...............................................................................................Background 11* 2/1*
Language ...........................................................................................................Background — 1/1
Lipreading .........................................................................................................Intellect 9+(INT/5) 3/2
Lockpicking ......................................................................................................Agility 9+(DEX/5) 3/2
Martial Arts.......................................................................................................Combat Varies Varies
Mechanics .........................................................................................................Intellect 9+(INT/5) 3/2
Mimicry.............................................................................................................Intellect 9+(INT/5) 3/2
Navigation .........................................................................................................Intellect 9+(INT/5) 3/2
Oratory ..............................................................................................................Interaction 9+(PRE/5) 3/2
Paramedics ........................................................................................................Intellect 9+(INT/5) 3/2
Persuasion .........................................................................................................Interaction 9+(PRE/5) 3/2
Power .................................................................................................................Varies 9+(CHAR/5) 3/2
Professional Skill ..............................................................................................Background 11* 2/1*
Range Skill Levels ............................................................................................Combat — Varies
Riding ................................................................................................................Agility 9+(DEX/5) 3/2
Science Skill ......................................................................................................Background 11* 2/1*
Security Systems...............................................................................................Intellect 9+(INT/5) 3/2
Seduction ..........................................................................................................Interaction 9+(PRE/5) 3/2
Shadowing.........................................................................................................Intellect 9+(INT/5) 3/2
Skill Levels.........................................................................................................— — Varies
Sleight of Hand.................................................................................................Agility 9+(DEX/5) 3/2
Stealth ................................................................................................................Agility 9+(DEX/5) 3/2
Streetwise ..........................................................................................................Interaction 9+(PRE/5) 3/2
Survival ..............................................................................................................Intellect 9+(INT/5) 3/2
Systems Operation...........................................................................................Intellect 9+(INT/5) 3/2
Tactics ................................................................................................................Intellect 9+(INT/5) 3/2
Tracking.............................................................................................................Intellect 9+(INT/5) 3/2
Trading ..............................................................................................................Interaction 9+(PRE/5) 3/2
Transport Familiarity ......................................................................................Background — Varies
Ventriloquism...................................................................................................Intellect 9+(INT/5) 3/2
Weapon Familiarity .........................................................................................Combat — Varies
Weaponsmith ...................................................................................................Intellect 9+(INT/5) 3/2
*: Characters can base these Skills on a Characteristic (usually INT).
24 ■ Character Creation Hero System 5th Edition
BRIBERY
SKILL DESCRIPTIONS Interaction: 9 + (PRE/5)
Cost: 3 Character Points; +1 to roll per +2 points
ACROBATICS
A character with Bribery knows when to bribe
Agility: 9 + (DEX/5) someone, how to approach him, and how much to
Cost: 3 Character Points; +1 to roll per +2 points offer. If a Bribery attempt fails badly, or if the char-
Acrobatics lets a character perform flips, acter attempts to bribe an incorruptible target, the
jumps, and rolls like a circus acrobat. Acrobatics potential bribee may call his superior or the police,
enables the character to jump from one moving arrest the character, or threaten him with a weapon.
vehicle to another safely, swing from flagpoles, Also, just because a character has bribed someone
bounce off awnings, and execute other tricky doesn’t mean he’ll stay bribed.
moves. He can also maintain his balance on narrow
or difficult surfaces. At the GM’s option, he may BUGGING
sometimes obtain Surprise Move bonuses (page Intellect: 9 + (INT/5)
93) when using Acrobatics in combat. Cost: 3 Character Points; +1 to roll per +2 points

ACTING Characters with Bugging can plant and operate


listening, visual, or other sensing devices (“bugs”)
Interaction: 9 + (PRE/5) properly, and “sweep” (search physically or with
Cost: 3 Character Points; +1 to roll per +2 points detectors) for bugs. A successful roll lets a character
Acting enables a character to alter his physi- find an existing bug, or correctly place one. The
cal mannerisms and speech patterns to seem to be GM should assume characters with Bugging have a
another person, to fool someone, or to fake moods small supply of average quality bugging equipment.
and emotions. To detect an acting character, use
Acting versus an INT Roll in a Skill Versus Skill BUREAUCRATICS
Contest. Interaction: 9 + (PRE/5)
Cost: 3 Character Points; +1 to roll per +2 points
ANIMAL HANDLER
A character with Bureaucratics can deal with
Interaction: 9 + (PRE/5) bureaucrats, cut through red tape, and extract
Cost: 3 Character Points; +1 to roll per +2 points information from bureaucracies. He also knows the
Animal Handler lets a character train all right people to talk to (for just about anything) and
types of animals to do his bidding. He can teach an how to reach them.
animal tricks, calm down a ferocious or enraged
animal, make a trained attack animal attack a spe- CLIMBING
cific person in a crowd, or the like. Agility: 9 + (DEX/5)
Cost: 3 Character Points; +1 to roll per +2 points
BREAKFALL
Climbing allows a character to climb unusu-
Agility: 9 + (DEX/5) ally difficult walls, trees, and buildings, as long as
Cost: 3 Character Points; +1 to roll per +2 points handholds exist. Climbing speed varies according
Breakfall allows a character to roll out from to the structure being climbed, but the base speed
a fall and stand up without taking a Half Phase. A is 1” per Phase. Climbing equipment (such as rope,
successful roll also means the character takes only grapnels, pitons, or special shoes) may provide
half damage from the fall. Each 2” the character bonuses to the roll or speed the pace of climbing.
falls imposes a -1 penalty on the roll. If the charac- A climbing character’s OCV and DCV are
ter makes his Breakfall Roll by half (after applying halved, and may be 0 if the character is in a really
the height modifier), he takes no damage from the difficult position. An unsuccessful Climbing roll
fall at all. Characters can also use Breakfall to resist usually means the character cannot climb that area,
damage from Throws (see pages 95-96); a success- but sometimes means a fall if the roll was spectacu-
ful roll (at -1 for every 2d6 in the Throw attack) larly bad.
halves the damage taken.
A character can use Breakfall to land on his COMBAT DRIVING
feet if he suffers Knockback. If his roll succeeds, Agility: 9 + (DEX/5)
he takes no damage and doesn’t have to spend a Cost: 3 Character Points; +1 to roll per +2 points
Half Phase standing up. Each 2” of Knockback Characters with Combat Driving can drive
imposes a -1 on the Breakfall Roll. Characters who and control vehicles which operate in two dimen-
are Knocked Back into something (like a wall or a sions (like chariots, cars, and speedboats) in dif-
vehicle) cannot use Breakfall to lessen the effects of ficult situations.
Knockback. To use Combat Driving, the character must
know how to operate the vehicle (see Transport
Familiarity, page 30). A character with Combat
Driving gets one 1-point TF from the Ground
Vehicles category for free.
Sidekick ■ Chapter One 25

COMBAT PILOTING a character can only do it once per Phase. After COMBAT SKILL
Agility: 9 + (DEX/5) he attacks, his CSLs stay as they are until his next LEVELS
Cost: 3 Character Points; +1 to roll per +2 points Phase begins or he Aborts to a defensive Action. EXAMPLE
Characters with Combat Piloting can pilot Combat Skill Levels On Foci
Characters sometimes want to buy Combat Jake McAllister has a
and control vehicles which operate in three dimen-
Skill Levels with the Limitation Focus (page 69) to 3-point CSL with Pis-
sions (everything from airplanes, to submarines, tols, a 3-point CSL with
to spaceships) in difficult situations (primarily create targeting scopes for guns and the like. Char-
Knives, and an 8-point
combat). acters may only buy 5-point and 8-point Combat
CSL with All Combat.
To use Combat Piloting, the character must Skill Levels with Focus. However, CSLs bought as He’s fighting a Nazi
know how to operate the vehicle (see Transport Foci can only improve a character’s OCV; they have death-ray robot. In his
Familiarity, page 30). A character with Combat no effect on DCV. first Phase, he puts his
Piloting gets one 1-point TF from the Air Vehicles 3-point CSL with Pis-
COMPUTER PROGRAMMING tols into +1 OCV and
or Space Vehicles categories for free.
Intellect: 9 + (INT/5) his 8-point Level into
COMBAT SKILL LEVELS Cost: 3 Character Points; +1 to roll per +2 points +1 OCV. He now has a
bonus of +2 OCV. His
Combat: None A character with Computer Programming CSL with Knives doesn’t
Cost: Varies can program and operate computers. This includes apply because he’s
Once a character knows how to use an attack, knowledge of, and the ability to use, hardware, fighting with a pistol.
he can improve his skill with it by buying Combat software, operating systems, and the like, both for Because he chose not
routine uses and unusual ones (such as hacking, to use any of his appli-
Skill Levels (CSLs). The applicability and uses of a
searching for information, or defeating computer- cable CSLs to improve
CSL depend on what types of attacks it works with. his DCV, he has his
There are four categories of CSL, each described assisted security devices).
standard DCV against
below. A character must define what attacks a the robot’s attack. He
CONCEALMENT
Combat Skill Level works with when he buys it, and can’t change the way he
cannot change it thereafter. Intellect: 9 + (INT/5) assigned his CSLs until
Cost: 3 Character Points; +1 to roll per +2 points his next Phase.
2-Point Combat Skill Levels
A 2-point Combat Skill Level adds +1 to a Concealment represents a character’s ability
to hide things and to find things which others have In his next Phase,
character’s OCV when he uses one single type of
hidden — important papers, weapons, jewels, arti- McAllister decides to be
attack. Two-point CSLs can never apply to DCV. a little more cautious. He
Examples of attacks a 2-point CSL could be bought facts, drugs, and so forth.
keeps his 3-point CSL
for include Punches, Broadswords, or Claws. with Pistols assigned to
CONTORTIONIST
3-Point Combat Skill Levels OCV, but changes his
Agility: 9 + (DEX/5) 8-point CSL so it applies
A 3-point Combat Skill Level can add +1 to a
Cost: 3 Character Points; +1 to roll per +2 points to his DCV. Now he has
character’s OCV or +1 to his DCV with a related
+1 OCV with Pistols
group of attacks or maneuvers (usually no more Contortionist gives a character the ability to
and +1 DCV.
than three) or a tightly-defined group of weapons. manipulate his body to get out of ropes and other
Examples of attacks a 3-point CSL could be bought bonds (or to fit into tiny spaces he’s normally too
for include all of a character’s Martial Maneuvers big for). An attempt to escape from normal ropes
(no matter how many he has), any three Combat would incur a -0 or -1 modifier, wires would be -2
Maneuvers (such as Punch, Grab, and Move By), All or -3, and handcuffs would be -3 or -4.
Swords, All Pistols, or All Natural Weapons (claws, A character can use Contortionist to escape
fangs, tail, and so on). from Grabs (page 94). If he succeeds with a roll
exactly, he can add 1d6 to his STR; for every addi-
5-Point Combat Skill Levels
tional point by which he makes the roll, he can add
A 5-point Combat Skill Level can add +1 to a
+1d6 more.
character’s OCV or +1 to his DCV with all HTH
Combat attacks or all Ranged Combat attacks. CONVERSATION
8-Point Combat Skill Levels Interaction: 9 + (PRE/5)
An 8-point Combat Skill Level can add +1 to a Cost: 3 Character Points; +1 to roll per +2 points
character’s OCV or +1 to his DCV with All Combat
— HTH or Ranged. Conversation allows a character to extract
information from people through casual talk, and/
Allocating Combat Skill Levels or to be an entertaining conversationalist. If Con-
A single 2-point Combat Skill Level can only versation is performed correctly, the victim won’t
improve a character’s OCV. It adds to the attack it even realize he’s divulged anything.
was bought for whenever the character uses that
attack. CRIMINOLOGY
A Combat Skill Level costing 3, 5, or 8 points Intellect: 9 + (INT/5)
can improve either a character’s OCV or his DCV Cost: 3 Character Points; +1 to roll per +2 points
when the character uses the attacks it was bought
for. The character has to choose which one it A character with Criminology knows how to
improves, though he can change the assignment of look for clues, dust for fingerprints, analyze evi-
his CSLs from Phase to Phase. Changing the assign- dence, examine criminal records and files, do bal-
ment of CSLs constitutes a Zero-Phase Action, but listics tests, and so on.
26 ■ Character Creation Hero System 5th Edition
CRYPTOGRAPHY the cause of death, how long the individual has
Intellect: 9 + (INT/5) been dead, if the corpse was moved after death, and
Cost: 3 Character Points; +1 to roll per +2 points so forth.
Cryptography allows a character to solve FORGERY
ciphers and codes, encrypt or encode messages, and
Intellect: 9 + (INT/5)
hide messages in ordinary text. In modern settings
Cost: 3 Character Points; +1 to roll per +2 points
it may require the use of a computer.
Forgery is the ability to duplicate documents,
DEDUCTION objects, and money. It usually requires time and
Intellect: 9 + (INT/5) specialized equipment (especially for highly techni-
Cost: 3 Character Points; +1 to roll per +2 points cal forgeries), but duplicating a signature by hand
only takes a few seconds.
Deduction is the ability to take several facts
and leap to an inobvious conclusion — the clas- GAMBLING
sic detective’s skill. A failed Deduction roll usually
Intellect: 9 + (INT/5)
indicates the character can’t think of an answer, but
Cost: 3 Character Points; +1 to roll per +2 points
it may mean an incorrect deduction.
Gambling represents a character’s ability to
DEMOLITIONS win gambling games requiring some skill (black-
Intellect: 9 + (INT/5) jack, poker, and so forth). Additionally, Gambling
Cost: 3 Character Points; +1 to roll per +2 points lets a character cheat (some forms of cheating also
require Sleight Of Hand). A successful roll means
A character with Demolitions can use explo- the character won (or cheated successfully) — the
sives properly. He knows about different types of more he makes it by, the more he wins. Failing the
explosives, how to handle and set them off, and roll means he lost or his cheating failed.
how to defuse explosive devices.
HIGH SOCIETY
DISGUISE
Interaction: 9 + (PRE/5)
Intellect: 9 + (INT/5) Cost: 3 Character Points; +1 to roll per +2 points
Cost: 3 Character Points; +1 to roll per +2 points
Characters with High Society know about
Disguise allows a character to change his (or upper-class culture and how to interact with it:
another character’s) appearance with makeup, what clothes to wear, which fork to use for shrimp,
costumes, body language, and facial expres- who’s who, the gossip and “court politics” applicable
sion (though acting like another person requires to the situation, and so forth.
Acting). He can alter his appearance, or disguise
himself to look like a specific person (though this INTERROGATION
usually involves a -1 to -3 penalty). To spot some-
Interaction: 9 + (PRE/5)
one wearing a disguise, an onlooker must make a
Cost: 3 Character Points; +1 to roll per +2 points
PER Roll in a Skill Versus Skill Contest against the
character’s Disguise. A character with Interrogation can extract
information from people, either forcibly or through
ELECTRONICS psychological manipulation. He knows how to
Intellect: 9 + (INT/5) avoid leaving marks, can judge how close a victim
Cost: 3 Character Points; +1 to roll per +2 points is to death or breaking, and is an expert at manipu-
lating subjects into revealing information. Interro-
Electronics allows a character to identify, gation works against an EGO Roll in a Skill Versus
understand, analyze, build, repair, disable, and Skill Contest; the Talent Resistance helps victims
rewire electronic devices. The character usually resist Interrogation.
needs tools to use Electronics, and often lots of
time. INVENTOR
FAST DRAW Intellect: 9 + (INT/5)
Cost: 3 Character Points; +1 to roll per +2 points
Agility: 9 + (DEX/5)
Cost: 3 Character Points; +1 to roll per +2 points Inventor allows a character to design and
construct new devices. It does not grant a character
Fast Draw is the ability to ready and use a any scientific or technical knowledge; to use it, he
weapon quickly. A character with Fast Draw can needs related Skills (for instance, Weaponsmith to
draw a weapon as a Zero-Phase Action instead of invent new weapons, or Electronics and SS: Physics
the usual Half Phase Action (see page 88), and can to design a satellite).
change Clips (page 68) as a Half Phase Action.
KNOWLEDGE SKILL
FORENSIC MEDICINE
Background: 11-
Intellect: 9 + (INT/5) Cost: 2 Character Points; +1 to roll per +1 point
Cost: 3 Character Points; +1 to roll per +2 points
This general and flexible Background Skill
Characters with Forensic Medicine can study a includes knowledge of certain groups, places,
corpse (or even perform an autopsy) to learn about
Sidekick ■ Chapter One 27

people and things — any subject the character Martial Arts consists of various Martial MARTIAL
wishes to have knowledge of. For 2 Character Maneuvers which characters purchase individually. MANEUVERS COSTS
Points, the character has an 11- roll to perform a You can choose which Martial Maneuvers your
given Knowledge Skill (KS). Alternately, characters character knows, but you must spend a minimum Maneuver Cost
can base a KS upon INT for 3 Character Points, of 10 Character Points on Martial Maneuvers Choke Hold 4
giving a base (9 + (INT/5)) roll. In either case, each — you can’t just buy one. The accompanying side-
Defensive Strike 5
+1 to the Skill Roll costs 1 Character Point. bar lists the cost of the various Martial Maneuvers;
Killing Strike 4
The character must define the subject when for explanations of what they can do and how they
he purchases the KS, and it can be virtually any- work, see Martial Arts on page 96. Legsweep 3
thing he can think of. Examples include: Arcane Martial Block 4
And Occult Lore; British Literature; Demons; The MECHANICS Martial Disarm 4
Galactic Confederation; Horse Racing; The Mafia; Intellect: 9 + (INT/5) Martial Dodge 4
New York City; Rock Music; and Zulu Culture. Cost: 3 Character Points; +1 to roll per +2 points Martial Escape 4
Characters may not take KSs for scientific subjects, Martial Grab 3
A character with Mechanics can use the
like Astronomy, Biology, or Physics; those require Martial Strike 4
proper tools to repair, replace, modify, and build
Science Skills (page 28). Martial Throw 3
mechanical devices.
Nerve Strike 4
LANGUAGES
MIMICRY Offensive Strike 5
Background: None
Intellect: 9 + (INT/5) Sacrifice Throw 3
Cost: Varies
Cost: 3 Character Points; +1 to roll per +2 points +1 Damage Class 4
This Background Skill represents a level of flu- Weapon Element 1
Mimicry allows a character to imitate some-
ency in, and knowledge of, a language — the more
one else’s voice, or certain other sounds, perfectly.
points spent, the greater the character’s fluency.
Others can detect Mimicry with a Skill Versus Skill
Each character knows his native language for free
Contest pitting the listener’s Hearing PER Roll
at the “Idiomatic” level.
against the Mimicry roll.

FLUENCY TABLE NAVIGATION


Intellect: 9 + (INT/5)
Fluency Character
Cost: 3 Character Points; +1 to roll per +2 points
Points
Basic Conversation 1 A character with Navigation can determine
Fluent Conversation 2 his location and plot an efficient course between
Completely Fluent, with accent 3 two points.
Idiomatic, native accent 4
ORATORY
Imitate dialects 5
Literacy (if not standard for society) +1 point
Interaction: 9 + (PRE/5)
Cost: 3 Character Points; +1 to roll per +2 points
LIPREADING Oratory represents the ability to speak to an
Intellect: 9 + (INT/5) audience and deliver a convincing presentation.
Cost: 3 Character Points; +1 to roll per +2 points
PARAMEDICS
Lipreading allows a character to read some- Intellect: 9 + (INT/5)
one’s lips to tell what that person’s saying (if he Cost: 3 Character Points; +1 to roll per +2 points
knows the language that person’s speaking).
A character with Paramedics knows how to
LOCKPICKING perform first aid, stop bleeding, repair damage,
Agility: 9 + (DEX/5) and generally keep someone alive. He can prevent
Cost: 3 Character Points; +1 to roll per +2 points someone from bleeding to death (page 99); a suc-
cessful roll (with a penalty of -1 per 2 BODY of
Lockpicking let a character open locks using damage sustained) stops the victim from losing any
special tools instead of keys. It does not allow the more BODY due to bleeding. Advanced medical
character to detect or bypass security devices; that care, such as surgery, requires a hospital and Skills
requires Security Systems. such as Science Skill: Medicine.
MARTIAL ARTS PERSUASION
Combat: Varies Interaction: 9 + (PRE/5)
Cost: Varies Cost: 3 Character Points; +1 to roll per +2 points
Martial Arts represents enhanced HTH
Characters with Persuasion can convince,
Combat fighting ability, whether derived from
persuade, or influence individuals, or tell believable
intense training, innate ability, or hard-won expe-
lies. Persuasion is normally only used on NPCs;
rience. It includes everything from the grace and
PCs are usually allowed more latitude with their
power of kung fu, to the brutality of bare-knuckle
decisions. However, a successful Persuasion roll
streetfighting skills, to fencing.
should make a PC much more inclined to believe
the speaker or do as he requests.
28 ■ Character Creation Hero System 5th Edition
KNOWLEDGE POWER The smallest RSL which can be bought
SKILLS, Varies: 9 + (CHAR/5) through a Focus is a 3-point Level.
PROFESSIONAL Cost: 3 Character Points; +1 to roll per +2 points
SKILLS, AND
SCIENCE SKILLS
This Skill represents a character’s ability to use RANGE SKILL LEVEL TABLE
one (or more) of his powers or abilities in creative
or unusual ways. Its name varies from campaign to Cost Application
You should be careful 1½ +1 OCV to offset the Range Modifier with
campaign, setting to setting, character to character.
to differentiate between any single attack
Knowledge Skills, Pro- Characters can base Power on any one of several
2 +1 OCV to offset the Range Modifier with
fessional Skills, and Characteristics, depending on the nature of the
any three maneuvers or tight group (e.g.,
Science Skills. A KS Skill as the character uses it. If based on INT, it’s +1 vs. Range With Pistols)
provides a character considered an Intellect Skill; if on DEX, an Agility
3 +1 OCV to offset the Range Modifier with
with knowledge of what Skill; and so forth. all attacks
something is, how it Power serves two related functions. First, it
works, who’s involved may act as a Required Skill Roll (see page 71) for
with it, and so on. A PS RIDING
abilities which the GM rules must have a Skill Roll
gives the character the to function. For example, in a Fantasy campaign, Agility: 9 + (DEX/5)
ability to do things or Cost: 3 Character Points; +1 to roll per +2 points
Power might be called Magic and all wizards would
perform certain tasks
— though a KS may be use it to cast spells. Characters with Riding can ride a living crea-
required for the char- Second, Power can simulate a character’s level of ture under difficult circumstances, including fight-
acter to have in-depth skill with a particular power, ability, or attack. Charac- ing while mounted, leaping obstacles, and the like.
knowledge of how he’s ters who make appropriate Power rolls can perform To use Riding, the character must know how to
about to exercise those “tricks” or do unusual things with their powers. For handle the animal (see Transport Familiarity, page
physical skills. To put it example, a super-strong character in a comic book 30). A character with Riding gets one 1-point TF
another way, a KS pro- superhero campaign might buy Power as Strength from the Riding Animals category for free.
vides theoretical knowl- Tricks and use it to etch a message into hardened steel
edge and a PS practical without breaking the steel or hurting himself. SCIENCE SKILL
knowledge of a given
GMs should control all uses of Power care- Background: 11-
subject.
fully. Characters who want to perform a particular Cost: 2 Character Points; +1 to roll per +1 point
“trick” or “power stunt” frequently should pay
For example, a charac- This general and very flexible Background
ter with KS: Plumbing Character Points for it (especially if it has an effect
on combat). Skill gives a character a solid grasp of a particular
knows how plumbing field of science (whether a physical science, like
works, the history of
PROFESSIONAL SKILL Chemistry, or a social science, like Anthropology).
plumbing, how much
plumbers earn on a For 2 Character Points, the character has an 11- roll
Background: 11-
yearly basis, and so to perform a given Science Skill (SS). Alternately,
Cost: 2 Character Points; +1 to roll per +1 point
forth... but he can’t fix a characters can base a SS upon a Characteristic
broken toilet. A charac- This general and very flexible Background (usually INT) for 3 Character Points, giving a base
ter with PS: Plumbing Skill gives a character the ability to perform certain (9 + (CHAR/5)) roll. In either case, each +1 to the
doesn’t know any of professions, crafts, tasks, and the like. For 2 Charac- Skill Roll costs 1 Character Point.
that, but can fix a broken ter Points, the character has an 11- roll to perform The character must define the science when
pipe and use plumbing a given Professional Skill (PS). Alternately, char- he purchases the SS, and it can be virtually any
tools. A character could acters can base the Skill upon a Characteristic for scientific subject he can think of. Examples include:
(and often should) have 3 Character Points, giving a base (9 + (CHAR/5)) Accounting; Anthropology; Archaeology; Biol-
a KS and a PS of the roll. In either case, each +1 to the Skill Roll costs 1
same subject to reflect ogy; Chemistry; Genetics; Mathematics; Medicine;
Character Point. Physics; Sociology; and Zoology.
both a theoretical and
practical knowledge. The character must define the job, craft, or
task when he purchases the PS, and it can be virtu- SECURITY SYSTEMS
A Science Skill (SS) ally anything he can think of. Examples include: Intellect: 9 + (INT/5)
functions as a combina- Accountant; Alchemist; Carpenter; Goldsmith; Cost: 3 Character Points; +1 to roll per +2 points
tion of a PS and a KS. Gunslinger; Lawyer; Singer; Singing; or Wizard. As
the names indicate, PSs often represent a character’s A character with Security Systems can locate,
It provides both theo-
retical knowledge of the employment, but can also indicate hobbies, inter- recognize, evade, and build various types of alarms
subject and the practical ests, and other abilities. and traps. This usually requires the proper equipment,
skills of working with and often a lot of time (one Turn or longer) as well.
the equipment associ- RANGE SKILL LEVELS
ated with a scientific SEDUCTION
Combat: None
subject. Interaction: 9 + (PRE/5)
Cost: Varies
Cost: 3 Character Points; +1 to roll per +2 points
Range Skill Levels (RSLs) are similar to
Combat Skill Levels (page 25). However, they only Seduction is the ability to gain others’ trust
increase a character’s OCV, and only for purposes (and perhaps even friendship) by offering compan-
of overcoming the Range Modifier (page 92). The ionship or favors. This Skill is normally only for
accompanying Range Skill Levels Table lists the use on NPCs; a player should have more control
cost per +1 OCV, based on how many different over his character’s actions. The GM may rule that
types of attacks the RSL applies to. Seduction can be used on a PC when it fits his Dis-
advantages or personality.
Sidekick ■ Chapter One 29

SHADOWING STEALTH
Intellect: 9 + (INT/5) Agility: 9 + (DEX/5)
Cost: 3 Character Points; +1 to roll per +2 points Cost: 3 Character Points; +1 to roll per +2 points
A character with Shadowing can follow or Characters with Stealth can hide in shadows,
watch someone subtly (either on foot or in a move silently, and/or avoid detection in combat
vehicle), establish static surveillance without being conditions. When a character wants to be stealthy,
detected, and so forth. use his Stealth roll versus the PER Rolls of anyone
attempting to find him (or who might perceive
SKILL LEVELS him) in a Skill Versus Skill Contest.
Cost: Varies
STREETWISE
Once a character knows a Skill, he can
improve his ability to use it by buying Skill Levels. Interaction: 9 + (PRE/5)
The applicability and uses of a Skill Level depend Cost: 3 Character Points; +1 to roll per +2 points
on what types of Skills it works with; there are five Streetwise gives a character knowledge of the
categories of Skill Levels, each described in the seamy side of civilization. He knows how to find
accompanying Skill Levels Table. A character must the black market, talk to thugs and criminals, gain
define what Skills a Skill Level works with when he information, deal with organized (and not so orga-
buys it, and cannot change it thereafter. nized) crime figures, and so on.
Allocating Skill Levels
SURVIVAL
A character can only apply a Skill Level to
one task at a time. He must choose which Skill a Intellect: 9 + (INT/5)
Skill Level applies to, though he can change the Cost: 3 Character Points; +1 to roll per +2 points
assignment of his Skill Levels from Phase to Phase. Characters with Survival can live off the land,
Changing the assignment of Skill Levels constitutes find food and water, locate or build crude shelters,
a Zero-Phase Action, but a character can only do it identify dangerous plants and animals, and so forth.
once per Phase. After he attacks, his Skill Levels stay
as they are until his next Phase begins. SYSTEMS OPERATION
Skill Levels On Foci Intellect: 9 + (INT/5)
Characters sometimes want to buy Skill Cost: 3 Character Points; +1 to roll per +2 points
Levels with the Limitation Focus (page 69), such as Characters with Systems Operation know how
advanced lockpicking tools that make Lockpicking to operate sensing and communication devices
easier, or a magic amulet that enhances a character’s properly. It does not cover navigational equipment
Oratory. Characters may only buy 3-point and (that’s Navigation) or encoding transmissions
more expensive Skill Levels with Focus. (that’s Cryptography).

TACTICS
SKILL LEVELS TABLE Intellect: 9 + (INT/5)
Cost Type of Level Cost: 3 Character Points; +1 to roll per +2 points
2 points +1 with one Characteristic Roll A character with Tactics knows how to fight
3 points +1 with any three related Skills (e.g., +1 with effectively and efficiently in discrete battles and
Conversation, High Society, and Seduction; small units — how to position (and best use) a
+1 with Mechanics, Security Systems, and small force, when it’s time to retreat, and the like.
Lockpicking)
5 points +1 with All Agility Skills, All Intellect Skills TRACKING
or All Interaction Skills (or any other group
Intellect: 9 + (INT/5)
of similar Skills the GM is willing to permit)
Cost: 3 Character Points; +1 to roll per +2 points
8 points +1 with all non-combat Skills
10 points +1 Overall Level (applies to any roll; Characters with Tracking can follow a trail by
characters can also use it as an 8-point observing tracks, marks, broken twigs and so forth,
Combat Skill Level) and also know how to hide tracks.

TRADING
SLEIGHT OF HAND
Interaction: 9 + (PRE/5)
Agility: 9 + (DEX/5)
Cost: 3 Character Points; +1 to roll per +2 points
Cost: 3 Character Points; +1 to roll per +2 points
Trading gives a character the ability to strike a
Sleight Of Hand is the ability to palm items,
good bargain with a merchant or customer. Prices
fool the eye, perform certain magic tricks, and so
often aren’t fixed, especially in pre-modern genres,
forth. Large objects (anything bigger than a small
so a character with Trading can save (or make)
pistol) are, of course, more difficult to palm (-1 to
considerable money if he wins a Skill Versus Skill
-5). Characters can also use Sleight Of Hand to pick
Contest (versus the other character’s Trading or an
pockets in a Skill Versus Skill Contest against the
INT Roll). Losing the Contest may mean paying
victim’s PER Roll.
too much, or not making a profit.
30 ■ Character Creation Hero System 5th Edition
TRANSPORT FAMILIARITY VENTRILOQUISM
Background: None Intellect: 9 + (INT/5)
Cost: Varies Cost: 3 Character Points; +1 to roll per +2 points
This Background Skill allows characters to A character with Ventriloquism can make
drive or pilot specific types of vehicles, or ride a his voice sound as if it’s coming from somewhere
living mount, under routine conditions (combat or other than himself, and can speak without appar-
crisis conditions require other Skills listed above). ently moving his lips. Ventriloquism is detected
Each Transport Familiarity (TF) costs 2 Char- with a PER Roll in a Skill Versus Skill Contest. A
acter Points. The character must select one of the Ventriloquism roll takes a -1 penalty for every 1”
following groups of vehicles: of distance between the ventriloquist and the point
where the voice “speaks.”
■ Riding Animals (horses, camels, elephants, and
so on) WEAPON FAMILIARITY
■ Ground Vehicles (cars, trucks, trains, motor- Background: None
cycles, sleds, snowmobiles) Cost: Varies
■ Water Vehicles (rowed boats, sailed boats, Weapon Familiarity (WF) represents the
motorized boats) knowledge of how to use specific weapons. It is
■ Air Vehicles (airplanes, helicopters) used primarily in Heroic campaigns; characters in
Superheroic campaigns, who pay Character Points
■ Space Vehicles (spaceships, starships)
for their weapons, automatically know how to use
■ Mecha them. A character fights at -3 OCV when using a
weapon for which he does not know the WF.
Characters can purchase a TF with a single
Each Weapon Familiarity costs 2 Character
specific type of vehicle for 1 Character Point.
Points. The character must select one of the follow-
This includes not only individual vehicles (Ford
ing groups of weapons:
Mustangs, Los Angeles-class submarines) but rec-
reational “vehicles” (such as SCUBA, Parachuting, ■ Common Melee Weapons (axes, hammers,
Snow Skiing, or the like). knives, maces, swords, spears, polearms, clubs)
■ Common Missile Weapons (bows, crossbows,
thrown weapons)
■ Small Arms (pistols, rifles, shotguns, subma-
chine guns, assault rifles, grenades)
■ Uncommon Modern Weapons (flamethrowers,
machine guns, shoulder-fired weapons)
■ Emplaced Weapons (siege engines, howitzers,
recoilless rifles, mortars, anti-aircraft guns)
Characters can purchase a WF with a single
specific type of weapon for 1 Character Point.
This includes not only individual weapons (great-
swords, longbows, submachine guns), but “unusual”
weapons not covered by the categories listed above
(staffs, slings, whips, garrotes, nets, flails, and so on).
Weapon Familiarity does not provide any
bonuses to Combat Value or the like. All it does is
give a character the ability to use a weapon properly.
To obtain bonuses in combat, characters should buy
Combat Skill Levels (page 25).

WEAPONSMITH
Intellect: 9 + (INT/5)
Cost: 3 Character Points; +1 to roll per +2 points
Characters with Weaponsmith can make, main-
tain, and repair any type of weapon. They can also
identify the origin, uses, and effects of any weapon
they’re familiar with or have time to analyze.
Sidekick ■ Chapter One 31

PERQUISITES
(PERKS)
erquisites (or Perks) are useful resources, FRINGE BENEFIT MONEY TABLE

P items, privileges, and benefits a character


has. Unlike Skills, Perks tend to be transi-
tory in nature. A character can easily gain
Perks during the course of the campaign — and
later lose them just as easily.
Cost: Varies
A Fringe Benefit is a Perquisite the character
acquires from his job or background — a “perk” in
the classic sense. The Fringe Benefits Table lists the
Value Annual Income
-10 Disadvantage:

-5
Destitute ($3,000)
Disadvantage:
cost for some common Fringe Benefits in various
campaigns. Poor ($10,000)
PERK DESCRIPTIONS 0 Middle Class:
$75,000
FRINGE BENEFITS 5 Well Off:
CONTACT $500,000
Cost Notes
Cost: 2 Character Points; +1 to roll per +1 point Universal Perks (genre or time period) 10 Wealthy:
A character with this Perk knows someone 1 point License to practice a profession $5,000,000
who can occasionally help him out, usually because 1-10 points Membership: membership in an important 15 Filthy Rich:
organization or group; cost depends on char- unlimited income
that person has a job, position, or other resources
acter’s rank and powers in the organization
useful to the character. A character can buy this 5 points Diplomatic Immunity
Perk many times; in each case, it represents a differ- 10 points Head of State (with GM’s permission;
ent person the character knows. may cost more)
A Contact costs 2 Character Points for an 11- Modern-Day Perks
roll. Each +1 to the roll costs +1 Character Point. 1 point Passport
When a character wants to use his Contact, he 1 point Press Pass
must make his roll. If the roll fails, the Contact is 1 point Weapon Permit (where appropriate)
of no use to him — either the character can’t get in 2 points Concealed Weapon Permit (where appro-
touch with his Contact, or the Contact can’t help. If priate)
the roll succeeds, the Contact helps the character as 2 points Local Police Powers
best he can, though he probably won’t risk his life, 2 points Private Investigator License
job, or anything else really important. 3 points Federal/National Police Powers
5 points International Police Powers
FOLLOWER 10 points License to Kill
Fantasy Perks
Cost: 1 point per 5 Character Points in Follower
2 points Knight
This Perk means the character has a Follower of 2 points Member of the Lower Nobility
some kind — a person loyal to him and willing to do 3 points Low Justice: Character has the right to
what he asks. Examples of Followers include human mete out justice
agents, familiars, golems, robots, and kid sidekicks. 5 points Member of the Aristocracy/Higher Nobility
You build Followers with the same Base Points as Science Fiction Perks
any other character in the campaign. They may also 1 point Starship License
have points from Disadvantages. However, the Fol- 3 points Galactic Computernet Access Card
lower must be built on fewer Character Points, total, 5 points Planetary Police Powers
8 points Interstellar Police Powers
than the character who buys him.
The cost to buy a Follower is his Base Points
divided by 5. In other words, the character doesn’t pay MONEY
for any points gained from Disadvantages. For exam- Cost: Varies
ple, suppose Beetleman wants a kid sidekick, Buggy. Money may not make the world go round, but
Beetleman is built on 350 points (250 Base Points, it can help motivate PCs.
plus 100 points from Disadvantages). Buggy is built This Perk is most applicable in Heroic games,
on 250 Base Points, too, but since he has to be built on where characters spend money in the game to buy
fewer Character Points than Beetleman, Beetleman things. In Superheroic campaigns, where characters
only gives him 25 Disadvantage points. Buggy costs buy equipment with Character Points, Money isn’t
Beetleman (250/5 =) 50 Character Points. as important.
The accompanying table gives the point cost
for various levels of annual income. It lists dollar
figures; substitute other types and amounts of
money (gold pieces, Space Confederation credits, or
the like) as appropriate for the campaign.
32 ■ Character Creation Hero System 5th Edition

TALENTS
alents are unusual abilities some characters DANGER SENSE

T
HERO SYSTEM
PERKS AND possess. They include weird or unique attri- Cost: 15 Character Points for a base 9 + (INT/5) roll;
TALENTS butes, bizarre skills, and a variety of effects +1 to roll for +1 Character Point
which are not common among normal folk,
but that heroes and their enemies sometimes possess. Danger Sense gives a character a “sixth sense”
The full HERO System
rules contain several Think of them as a sort of “halfway step” between about things and situations dangerous to him. The
more Perks and Talents Skills and Powers. They do not cost END to use. character makes a Danger Sense roll whenever
that characters can buy: Not all Talents fit every campaign, and in some told to by the GM, though he may request a roll if
extremely realistic campaigns the GM won’t allow he suspects something. If the roll fails, he does not
PERKS Talents at all. Talents are usually appropriate for sense any danger. If the roll succeeds, the character
Heroic campaigns, though the GM may wish to is not Surprised by the danger (i.e., he gets his full
Access
forbid characters to buy some of the more outland- DCV against the attack). If he makes the roll by
Anonymity half or less, he knows the true location and type of
ish ones (such as Universal Translator).
Computer Link danger threatening him; if appropriate and he has
a Phase to use, he can make an attack against the
Deep Cover
Favor
TALENT DESCRIPTIONS danger at his normal OCV.

DOUBLE JOINTED
Reputation ABSOLUTE TIME SENSE Cost: 4 Character Points
Vehicles and Bases Cost: 3 Character Points
A Double Jointed character has unusually flex-
A character with this Talent can gauge the pas- ible joints. He receives a bonus of +1 to +3 to Con-
TALENTS sage of time accurately without using a watch, the tortionist rolls (and sometimes Breakfall rolls too).
sun, or other external means. The GM determines the amount of the bonus based
Absolute Range Sense
on the circumstances.
Combat Luck AMBIDEXTERITY
Lightning Reflexes Cost: 9 Character Points EIDETIC MEMORY
Simulate Death Ambidexterity allows a character to eliminate Cost: 5 Character Points
the Off Hand penalty (page 93) when performing The character has a photographic memory. He
tasks or using a weapon. This does not allow a char- can remember images and other sensations which
acter to attack more than once per Phase. he’s studied (including written pages) with near-
photographic exactness.
BUMP OF DIRECTION Eidetic Memory doesn’t teach a character any
Cost: 3 Character Points Skills, even though he can recall facts from books
A character with this Talent has an innate he’s read. A character must spend Experience Points
sense of direction. He can always tell direction to retain any information he studies as permanent
without reference to visual clues, and can also tell if KSs or SSs.
he is above or below the local ground level.
ENVIRONMENTAL MOVEMENT
COMBAT SENSE Cost: Varies
Cost: 15 Character Points for a base 9 + (INT/5) roll; A character with Environmental Movement
+1 to roll for +1 Character Point can move without restrictions in environments that
Combat Sense gives a character the innate abil- hamper most characters (see Environmental Condi-
ity to fight effectively in HTH Combat even while in tions, page 93). He typically suffers no penalty to
darkness or blinded. OCV, DCV, Skill Rolls, or movement based on being
A successful Combat Sense roll allows a charac- in those environments. The accompanying table
ter to make, or defend himself against, HTH Combat lists the costs for different types of environments.
attacks without suffering a penalty to his OCV or
DCV because he cannot perceive his opponent with
a Targeting Sense. The character must roll each Phase
to keep track of his opponents; this takes a Half
Phase. If the roll fails, he suffers normal nonpercep-
tion penalties (page 86) that Phase.
Combat Sense has no effect on Ranged combat.
Sidekick ■ Chapter One 33

ENVIRONMENTAL PERKS AND TALENTS


MOVEMENT COSTS SUMMARY TABLE
Cost Type Perk Name Description
3 Aquatic Movement (no penalties while in Contact Character knows someone who
water) sometimes helps him
1 Icewalking (no penalties on ice, mud, or other Follower Character has a loyal servant or
slippery surfaces) helper
3 I Can Drunk Just As Good Fight! (no penal- Fringe Benefit Character has some influence or
ties for intoxication) authority based on his job or
3 Supreme Balance (no penalties on narrow position in society
surfaces) Money Character is wealthier than normal
4 Zero-G Training (no penalties in zero gravity)
Talent Name Description
LIGHTNING CALCULATOR Absolute Time Sense Character can gauge the passage
of time accurately
Cost: 3 Character Points
Ambidexterity Character doesn’t suffer Off Hand
A character with Lightning Calculator has penalties
the innate ability to perform mathematical opera- Bump Of Direction Character has an innate sense of
tions mentally with startling speed. Multiplying direction
four-digit numbers takes one Phase; calculating the Combat Sense Character can fight effectively in
vector of an approach orbit with regard to relative HTH Combat even while blinded
velocities, gravities, and rotation speeds takes a full Danger Sense Character has a special “sixth
Turn; medium calculations take medium times. sense” for danger
Double Jointed Character has unusually flexible
LIGHTSLEEP joints, giving him Skill bonuses
Cost: 3 Character Points Eidetic Memory Character has a photographic
memory
A character with Lightsleep sleeps lightly, and
Environmental
therefore is rarely surprised while asleep. Instead
Movement Character can move and act
of having to make a PER Roll at -6 to wake up if
without restriction in an
something happens (like most characters), the
unusual environment
character only has to make a normal, unmodified
Lightning Calculator Character has an innate ability
PER Roll.
to perform mathematical cal-
PERFECT PITCH culations rapidly
Lightsleep Character is rarely surprised while
Cost: 3 Character Points asleep
A character with Perfect Pitch can tell the Perfect Pitch Character can identify musical
exact pitch of a musical tone by listening; no roll pitch exactly
is necessary. Perfect Pitch also adds a +1 to any Resistance Character can withstand inter-
music-related Skill Roll. rogation better than normal
Speed Reading Character can read ten times
RESISTANCE faster than normal
Cost: 1 Character Point per +1 to EGO Roll Universal Translator Character can communicate
in any language
Resistance represents a character’s ability to
resist the use of the Interrogation Skill. It costs 1
UNIVERSAL TRANSLATOR
Character Point for each +1 to the character’s EGO
Roll for the purpose of resisting Interrogation. Cost: 20 Character Points for INT Roll, +1 to roll for
1 Character Point
SPEED READING A character with Universal Translator can
Cost: 4 Character Points understand any form of communication — from
This Talent allows a character to read books verbal speech, to obscure body language, to writ-
and documents up to ten times faster than normal. ten text — and communicate back in a crude
fashion. He must make an INT Roll; if success-
ful he comprehends what’s being said or read.
The roll has negative modifiers (-1 to -3) if the
language he tries to understand is extremely dif-
ferent from known forms of communication.
Conversely, if he tries to understand a language
similar to others he has already encountered, he
gets a bonus (+1 to +3) to his INT Roll. He can
improve this roll by spending more time, just like
a Skill Roll.
34 ■ Character Creation Hero System 5th Edition

POWERS
owers are, typically, abilities far beyond “lightning bolts” or “magic.” Fire, lightning, and

P
CAUTION SIGNS
AND STOP SIGNS those of mortal men — for example, flying magic are all special effects, and the HERO System
or firing energy bolts. They represent the rules let you pick the special effect you want. So,
Each Power’s point superpowers of a superhero, the spells of a if you want your character to have the power to
cost serves to bal- sorcerer, or the abilities of an alien. You can also use project a lightning bolt, you might spend 40 Char-
ance it against the Powers to simulate a wide variety of abilities and acter Points to buy him an Energy Blast 8d6, then
other Powers. But skills common to characters from many genres of label that Energy Blast “Lightning Bolt.” Later on, if
some Powers may be fiction, but which don’t fit the standard definition you design a character who’s a fire elemental, you
extremely effective in of “superpowers” (such as the ability to run faster might want him to have the power to shoot a blast
certain circumstances. than most people or punch harder than normal). of fire at his enemies. You could spend 40 Charac-
They’re marked with
Equipment, particularly weapons, is often built ter Points on an Energy Blast 8d6 and call it “Fire
a
using Powers. For example, a sword is a Hand-To- Blast.” Both characters have an Energy Blast 8d6,
Hand Killing Attack with the Focus Limitation. but for one character the special effect is “lightning,”
Additionally, some The rules for each Power define the basic while for the other the special effect is “fire.”
Powers can alter a GM’s structure of an ability built with that Power. For The sidebar on page 35 has a list of some
storyline substantially. example, when a character buys an Energy Blast, special effects. But that’s just a few of the dozens
These are marked with the rules tell you the amount of damage the attack of possibilities. There’s no “master list” of special
a . The GM should does, how to perform the Attack Roll, and the max- effects because there are no restrictions on the con-
carefully consider the imum Range of the power. cept other than your own imagination.
impact of these Powers You can create most characters’ abilities by
before permitting them THE EFFECT OF SPECIAL EFFECTS
purchasing the appropriate Power. However, if an
in a scenario. The special effects of a Power define how it
ability requires more than a Power by itself, you can
apply Advantages (page 62) and Limitations (page works, what it looks like, and any other inciden-
67) to improve or restrict the Power. tal effects associated with it. Sometimes a Power
receives minor benefits and drawbacks because
BUYING POWERS of its special effects. These minor modifiers don’t
POWER VERSUS Characters purchase Powers by paying the change the cost of the Power. However, if the spe-
POWER Character Point cost listed under each Power. These cial effect provides a major benefit you have to
are the same Character Points used to buy Charac- pay Character Points for that to buy an Advantage
As you read this sec- teristics and Skills. The minimum cost for any Power, (page 62). If the special effect significantly restricts
tion, keep in mind the
even one with Limitations, is 1 Character Point. an ability, you can save Character Points by taking
distinction between a
Power (capital P) and a a Limitation (page 67) for it. In the HERO System,
power (lower-case p). A you have to pay Character Points for things that
Power is a game element SPECIAL EFFECTS help your character, but you save points if some-
listed in this section thing hinders your character — in short, you get
One of the most important things to remem-
of the book, such as what you pay for.
Desolidification, Energy ber when you use the HERO System, particularly
For example, a character with Fire powers can
Blast, or Force Field. for creating superpowers, spells, and other abilities,
help keep his friends warm if they’re trapped in a
A power is an ability a is the concept of special effects.
freezer. While the character could buy this (as Life
character possesses, usu- The HERO System explains Powers in game
Support [Safe Environment: Intense Cold]), the
ally a superhuman one terms: a certain number of Character Points buys
effect is so minor the GM should allow him to do it
such as a villain’s super- so many dice of Energy Blast; a 20-point Force
power or a wizard’s spell. without paying Character Points for it — it’s just an
Field always has 20 points of defense; and so forth.
You use Powers to build “indirect benefit” of his chosen special effect. Only if
But the Power descriptions don’t explain what
powers. this effect becomes useful in the game on a frequent
Powers look like, or what they’re made of. For
basis, or the character tries to exploit it in combat,
example, the text of Energy Blast just describes it as
should the GM make him pay points for it (or make
a way to inflict damage at range. It doesn’t mention
him use his Power Skill, if he has it, to achieve the
whether the energy beam is made of fire, lightning,
desired effect). Once the benefits or drawbacks of
magic, “pulson particles,” rubber bullets, plasma,
the Power become significant, the cost of the Power
or something else. A Power’s descriptions simply
should reflect them.
explains what it does in rules terms. It’s up to you to
Another example of a special effect is Flight,
provide the exact definition for what the power is
defined as a spell which leaves a glowing trail of light
and what it looks like — in other words, you decide
as the character flies through the air. The trail helps
what its special effect is.
the character because it shows his friends where
If you read through this book, you won’t find
he’s gone. However, it hinders him because his ene-
any specific rules for things like “fire blasts” or
Sidekick ■ Chapter One 35

mies can follow it, too. These effects balance out, so 3. Last but not least, you have to put 1 and 2
the character does not modify the cost of his Flight. together, combining your power idea with your SPECIAL EFFECTS:
However, suppose part of the special effect of the knowledge of the rules to build the power you want. A SAMPLE LIST
character’s powers is that he’s made of energy, so All you have to do is decide which Power Acid
he can power his Flight without any effort. In game (and possibly which Advantages and Limitations) Air/Wind
terms, that means it costs no END. That’s a signifi- works best for the effect you have in mind. Think Animal Powers
cant benefit, so he has to pay Character Points for it of the HERO System rules as a set of building Athletic Prowess
by buying the Advantage Reduced Endurance. blocks, then choose the right ones to build what
Often, a specific set of special effects provides Body Control
you have in mind.
inspiration for the design for a PC or NPC. A char- Ch’i Manipulation
acter who glides through the air with a This may sound a little complicated, but it’s Cosmic Energy
parawing differs from a character who glides by really pretty simple. The more you do it, the easier it
Cyberkinesis
making himself lighter than air, even though both becomes. Here are a couple of examples:
Darkness
buy the Power Gliding. Extra Running bought Weather Powers Density Alteration
through a skateboard has some inherent Limitations Suppose you want to create a character who
and Advantages which simple sprinting wouldn’t Dimensional Manipula-
can control the weather and generate various
have to deal with (a skateboard doesn’t work well tion
weather-based effects. As with any HERO System
offroad, but gets velocity bonuses going downhill). ability, think about the idea for a minute. You’ve Earth/Stone
The better you know your character’s special effects, done the first step — you’ve decided on a special Electricity
the more fun you’ll have with the character. effect, “weather control.” But there’s no Power in the Emotion Control
REASONING FROM SPECIAL EFFECTS book called “Weather Control.” You have to build Energy Control
your character’s weather control powers yourself. Fire/Heat
Most roleplaying games don’t work the way the So, you proceed to the second step and decide
HERO System does. Instead of letting you choose Force Manipulation
what weather control can do for your character in
the special effects of a power and create the power game terms. In other words, what game effect does Gadgets
the way you want, they give you a list of powers “weather control” have? Gravity
and abilities, and you have to pick from what they First, there’s the simple effect of “changing the Hypersenses
offer. For example, in some games you might find weather.” Looking through the Powers, you decide
“Lightning Bolt” and “Fire Shield” listed among the Ice/Cold
Change Environment seems like the best way to
powers you can choose from. You won’t find that Illusions
alter the local weather — and you’re right, that’s
in the HERO System; instead, you’ll find generic one of the classic uses of that Power. So you buy Kinetic Energy
Powers like Energy Blast and Force Field from some Change Environment defined as “changing Light
which you could create your own “lightning bolt” or the weather.” For the basic combat effect which Luck
“fire shield.” comes with the power, you choose -1 to PER Rolls Magic
This has important ramifications for how you — blinding rain, snow, fog, or distorting heat waves,
create your character and his abilities. To get the Magnetism
things like that.
most enjoyment out of the HERO System — to take Martial Arts
But you have some other weather-based
advantage of the enormous creative freedom it effects in mind, too. Change Environment just Matter Manipulation
offers you — you have to reason from special effects. lets you alter the local weather; it doesn’t let you Mental/Psionic
In other words, you have to do three things: blast people with lightning bolts or use the wind Precognition
1. Decide what sort of power you want to create by to fly. So you’ve got some more powers to build. Radiation
choosing the power’s special effect. You decide you want three more powers: the abil-
Shape Alteration
At this step, don’t think about the rules. ity to project lightning bolts; the ability to create
intensely cold mini-blizzards; and the power to fly Size Alteration
Instead, focus on what you want the power to be
and to do: “I want my character to have weather on the wind. Sleep/Dreams
control powers”; “I want my character to have the Step two recommends that you determine a Solar/Celestial
power to fire laser bolts from his eyes.” power’s game effect and use that to tell you how to Sonic
build a power. For the Lightning Bolt, the power’s Speedster Powers
2. Once you’ve chosen a special effect for a power, game effect is “it causes electrical damage at range.”
decide what game effect you want that power to Strength/Toughness
That definitely sounds like an Attack Power (page
have. Powers
38) of some sort. After you look through the list of
Think about what you expect the character to Attack Powers, you decide either Energy Blast and Stretching Powers
do with the power in the game. Does he use it to Ranged Killing Attack would work for your Light- Super-Skills
hurt people? To move around the battlefield? To ning Bolt. You choose Energy Blast. Technology
make another character tired and weak? To protect For the mini-blizzard, once again the effect of Telekinetic
himself from energy attacks? the power is to hurt people — by freezing them so
At this step, you need to think in rules terms. Teleportation
quickly, you can make them pass out. Only people
Remember, the HERO System rules are “generic.” Time
who can keep themselves warm somehow can resist
You won’t find a rule or a Power called “laser bolts.” the attack. Once again an Attack Power is in order, Training, Advanced
You have to think about what a laser bolt power but none of the basic Powers seems quite right. You Vibration
does generically: it causes damage to people and decide to look at the Advantages to see if you can Water
objects. What types of powers in the HERO System use one of them to make the power work in game Weapon
cause damage? The Attack Powers. Therefore you terms like you envision. Sure enough, there’s an
want to use the rules for one of the Attack Powers Weather
Advantage called No Normal Defense. By applying
to create a laser bolt power. that to Energy Blast, you can create a mini-bliz- Wood/Plant
36 ■ Character Creation Hero System 5th Edition
POWER CREATION zard that knocks out anyone who doesn’t have fire If a Constant Power works against a target, the
CHECKLIST powers or the Power Life Support (Safe Environ- character must make an Attack Roll on the Phase
ment: Intense Cold). he activates the Power. If he succeeds, the target
For easy reference, here For flying on the wind, the game effect is obvi- takes the damage (or is affected by the Power) nor-
are the steps in building ous: you can move quickly through the air. Moving mally in the Phase when the attack occurred, and
a power or ability using around means a Movement Power is involved. The on every one of the character’s Phases (on the char-
Powers. list of Movement Powers makes it obvious which acter’s DEX) thereafter until the Power turns off.
one you need: Flight. All you have to decide is how If a Constant Power affects an area, the Power
1. Choose the Power that many inches of Flight you want to buy. remains in effect in the Segments between the
best represents the ability attacker’s Phases. Any target who enters the area
you want your character Laser Bolt Eyes
takes damage or is affected in the Segment he
to have. This concept is a little easier. “Weather Con-
enters and every time the attacker’s Phase occurs
trol” is a broad special effect with lots of possible
while he remains within the area.
2. Spend the amount uses, but being able to shoot laser beams from your
If a character loses Line Of Sight to the
of Character Points eyes is simple and straightforward.
target/location of a Constant Power, stops paying
indicated in the Power’s Once again, the step two analysis tells you
description to buy as END for it, or is Stunned or Knocked Out, it turns
exactly what you want: this power causes damage
much of the Power as off at the end of the Segment.
to people and objects at range. But it’s a little better
you want your character than most attack powers; lasers can cut through Persistent: A Persistent Power stays activated unless
to have.
targets easily. Being “better than most” suggests the the character deliberately turns it off — it even
power has an Advantage. remains active if he’s Knocked Out or goes to sleep.
3. Spend the indicated
Choosing the basic power isn’t too difficult. It’s It’s presumed to be active at all times unless the char-
amount of Character
Points to buy any “Adders” definitely an Attack Power, and once again it comes acter indicates otherwise. Persistent Powers include
(such as the ability to down to a choice between Energy Blast and Ranged Mental Defense, Armor, and Enhanced Senses.
increase a Movement Killing Attack. Since lasers are supposed to be
RANGE
Power’s rate of Noncom- pretty deadly, you choose RKA. To make the laser
bat Movement) that you cut through targets more easily than normal, you Many Powers work at Range. Typically the
want the power to have. apply the Advantage Armor Piercing. Voila! — in Range of a Power equals 5” times the Active Points
just a few seconds you’ve got a laser bolt power in the Power. For example, an Energy Blast 10d6
4. Apply any Advantages that’s just the way you want it. (50 Active Points) has a Range of 250”; an Energy
(page 62) you want the Blast 10d6, Armor Piercing (75 Active Points) has a
power to have to make Range of 375”. Mental Powers have a Range defined
it better (and thus more
expensive). To determine
GENERAL RULES as “Line Of Sight”; see page 39.
Some Powers have “No Range.” This means
how much an Advantage The text fully describes each Power, including they can only affect targets within HTH Combat
or Advantages increase examples. For easy reference, each Power’s descrip- range — in the same hex as the character, or an
the cost of a power, use tion includes: the Power’s category(ies), duration,
this formula: (1 + (total adjacent hex. “Self Only” Powers only work on/for
Range (if applicable), END cost, cost in Character the character who possesses them.
value of Advantages)) x
Points, special rules, and any other important facts.
Character Points already ENDURANCE
spent on the power. The POWER CATEGORY
result of the formula is the Most Powers cost Endurance (END) to use.
Active Points in the power. The HERO System groups Powers into 11 cat- Every Phase such a Power is turned on, it costs
egories, based on how they’re used or special rules the character 1 END for every 10 Active Points of
5. Apply any Limitations that apply to them. See Power Categories, below, for Power used. If a character is Stunned or Knocked
(page 67) you want the more information. Out, these Powers stop working at the end of the
power to have to make DURATION Segment. Powers cost END even if the character’s
less useful or effective attack misses or the Power fails to affect the target
(but also cheaper). To The HERO System classifies all Powers as
— just activating them incurs the END cost.
determine how much a Instant, Constant, or Persistent. You can change a
You can change the END cost of a Power with
Limitation or Limitations Power’s duration with an Advantage or Limitation.
the Advantage Reduced Endurance (page 65) or the
decrease the cost of a
power, use this formula: Instant: An Instant Power lasts just long enough Limitation Increased Endurance Cost (page 69).
Active Cost of the power for the character using it to make an Attack Roll.
Visibility
divided by (1 + (total Examples include Energy Blast and Flash. Although
If a Power costs END to use, then when a
value of Limitations)). an Instant Power lasts for just a second (at most),
character activates or uses that Power, other char-
The result of the formula its effects may linger; the damage from an Energy
is the Real Points in the acters can see it, hear it, and perceive it with any
Blast could last for minutes, or even days.
power — in other words, other appropriate senses. The player decides what
the amount of Character Constant: A character can maintain a Constant the Power looks like (see Special Effects, above), but
Points the character actu- Power over time. Once a character has turned a it must be obvious a Power is being used and where
ally spends to buy it. Constant Power on, all he has to do is spend END it comes from.
each Phase to keep it activated, and it remains in If a Power inherently does not cost END to use
Adders, Advantages, effect. Constant Powers include Force Field, Flight, (such as Armor or Power Defense), other characters
and Limitations are all and Invisibility. A character doesn’t have to make cannot see or otherwise perceive the Power when
optional — you don’t have a new Attack Roll or use a Half Phase Action to it’s in use, unless some Limitation (such as Focus
to include any as part of maintain a Constant Power; once he’s set it up, he [page 69] or Visible [page 71]) changes the Power
the power you build if can perform other Actions freely. so they can.
you don’t want them.
Sidekick ■ Chapter One 37

Removing END
To simplify a HERO System game, the GM may WHAT POWERS DO
want to ignore END altogether. It speeds up the
game and reduces bookkeeping if the players don’t Here’s a quick list of the primary Power categories and
have to track END costs for powers and Actions. what the Powers in them allow a character to do, to help
you when conceptualizing an ability.
Power Category What These Powers Do
USING POWERS Adjustment Powers Raise or lower the power of
Characteristics or Powers
As a general rule, a character may use as many
Attack Powers Hurt or hinder another
Powers as he wants to in the same Phase, provided character
he (a) has the time to activate all of them, and (b)
Body-Affecting Powers Alter or improve the
can afford to pay END for all of them. For example, character’s body
a character could use Flight while operating his
Defense Powers Protect the character
Force Field and firing an Energy Blast at a target.
Mental Powers Attack or affect another
Activating or “turning on” a Power is a Zero-
character mentally
Phase Action; so is turning a Power off.
Movement Powers Move the character
Sense-Affecting Powers Blind or fool another
POWER CATEGORIES Sensory Powers
character’s senses
Improve the character’s
The HERO System organizes Powers into eleven senses
categories: Adjustment Powers, Attack Powers, Body- Size Powers Increases or decreases a
Affecting Powers, Defense Powers, Mental Powers, character’s size
Movement Powers, Sense-Affecting Powers, Sensory
decide which fire-based Power to Drain each time
Powers, Size Powers, Special Powers, and Standard
you use the Drain. One Phase you might Drain the
Powers. Each category of Powers has certain special
target’s Fire Bolt (Energy Blast), and the next Phase
rules which apply to all Powers in that category.
his Fireball (Ranged Killing Attack, Explosion), Fire
Some Powers belong to multiple categories, since
Shield (Force Field), or Fiery Wings (Flight).
some categories are functional, while others depend
For a +½ Advantage, you can apply an Adjust-
primarily on game rules.
ment Power to any two Characteristics or Powers
with related special effects simultaneously. For
Adjustment Powers example, you could Drain his Fire Bolt and Fireball
both at the same time.
Adjustment Powers temporarily add to or sub- For a +1 Advantage, you can apply an Adjust-
tract from the value of a character’s Characteristics ment Power to any four Characteristics or Powers
or Powers. The Adjustment Powers are: with related special effects simultaneously. For
■ Aid example, you could Drain all four of the Fire

powers listed above at the same time.
Drain
For a +2 Advantage, you can apply an Adjust-
■ Healing ment Power to all Characteristics and Powers with
■ Suppress related special effects simultaneously.
■ Transfer
USING ADJUSTMENT POWERS
BUYING ADJUSTMENT POWERS When you use an Adjustment Power, roll the
The costs for the various Adjustment Powers dice and add up the total. The total indicates the
are listed in their descriptions. You define which number of Character Points added to (or subtracted
Characteristic or Power an Adjustment Power from) the target Characteristic or Power. Since
affects when you buy it. For example, you could you’re adding Character Points, you have to pay the
buy an Aid STR (to increase your Strength) or Sup- same cost as you would if you were buying the abil-
press Energy Blast (to reduce the effectiveness of an ity directly.
enemy’s Energy Blast). For example, suppose you have a Drain DEX
3d6 and you hit an enemy with it. You roll 13 on the
Adjusting Multiple Characteristics Or Powers:
dice. That doesn’t mean the enemy loses 13 points
Variable Effect
of DEX, because you’re Draining the Character
Sometimes you want an Adjustment Power
Points. Since DEX costs 3 Character Points per
to affect more than one Characteristic or Power at
point, a 13-point Drain removes 4 points of DEX (4
once. For this, you need an Advantage called Vari-
points at 3 Character Points each = 12 points; the
able Effect, which has four different applications.
remaining point of effect does nothing).
(See page 62 regarding Advantages in general.)
If you use an Adjustment Power to affect a
For a +¼ Advantage, you can apply an Adjust-
Primary Characteristic, it has no effect on any Fig-
ment Power to any Characteristic or Power within a
ured Characteristics. For example, the Drain DEX
related group of special effects, one Power at a time.
described above doesn’t lower the target’s SPD at
For example, you could have a Drain that works
all, no matter how many points of DEX it Drains.
against any one fire-based Power. When attacking
a target with more than one fire-based Power, you
38 ■ Character Creation Hero System 5th Edition
Maximum Effect If you want to delay the rate at which points
Aid and Transfer have a defined maximum fade/return, you can apply a special Advantage,
effect. They can adjust a maximum amount of Delayed Return Rate. For each +¼ Advantage you
points equal to the maximum amount you can roll apply, the fade/return rate takes one step down the
on the dice — for example, Aid STR 2d6 could add Time Chart (page 22) below 1 Turn. For example,
a maximum of 12 Character Points to a character’s if you pay the Character Points for Delayed Return
STR. A character may achieve this maximum with Rate (+¼) for an Aid STR 3d6, the points added to
one or more rolls. For example, that Aid 2d6 could STR fade at the rate of 5 per 1 Minute. If you pay
roll 8 points of effect one time, and 7 points of for Delayed Return Rate (+¾), they fade at the rate
effect the next, but it only adds 12 points to STR of 5 per 20 Minutes.
(even though the two rolls total 15). The “left over”
Defense Powers
3 points from the second roll don’t affect the char-
When a character applies an Adjustment
acter at all.
Power to PD, ED, or any Defense Power, the effect
Regaining Lost Points; Losing Gained Points of the roll is halved. For example, a roll of 12 on an
The Character Points gained from an Adjust- Aid PD 3d6 only adds 6 points to PD.
ment Power like Aid fade at the rate of 5 Character
Points per Turn. (This does not apply to Healing;
the points it adds are permanent, because they only Attack Powers
heal damage.) Attack Powers are Powers characters primar-
Similarly, the points removed from a character ily use in an offensive manner in combat to hurt or
with an Adjustment Power like Drain return to the hinder an opponent. The Attack Powers are:
victim at the rate of 5 Character Points per Turn.
In both cases, the points fade/return at the end ■ Characteristics (STR only)
of Segment 12, when the character takes his Post- ■ Darkness
Segment 12 Recovery (see page 100). ■ Dispel
Example: Kasdrevan the Sorcerer uses his Phase ■ Drain
in Segment 5 to apply an Aid STR 3d6 to one of ■ Ego Attack
his gargoyle servants. He rolls 12 on the dice, so ■ Energy Blast (EB)
he adds 12 points of STR to the gargoyle. In the ■ Entangle
next Post-Segment 12 period, 5 of those points
■ Flash
fade; after that the gargoyle only has +7 STR.
■ Hand-To-Hand Attack (HA)
■ Images
■ Killing Attack, Hand-To-Hand (HKA)
■ Killing Attack, Ranged (RKA)
■ Mental Illusions
■ Mind Control
■ Suppress
■ Telekinesis
■ Transfer
■ Transform
■ Powers with the Usable As Attack Advantage
Attack Powers typically require an Attack Roll
or ECV Attack Roll to use (see Attack Actions, page
88-89). If the roll indicates a hit, you have to make
another roll to determine the effects of the power
— how much damage it does or the like. See the rules
under each Attack Power’s description for specifics.
Sidekick ■ Chapter One 39

Body-Affecting Powers Mental Powers


Body-Affecting Powers alter a character’s Mental Powers define a character’s mental,
physical form or nature in some way. They may rather than physical, abilities. They directly affect
change a character’s shape (Multiform, Stretching), the target’s mind, ignoring conventional defenses.
size (Growth, Shrinking), or other properties (Den- The Mental Powers are:
sity Increase). The Body-Affecting Powers are:
■ Ego Attack
■ Density Increase ■ Mental Illusions
■ Desolidification ■ Mind Control
■ Extra Limbs ■ Mind Link
■ Growth ■ Mind Scan
■ Multiform ■ Telepathy
■ Shrinking
A character who buys any of these Powers
■ Stretching receives the Enhanced Sense Mental Awareness
No special rules apply to buying or using (page 48) for free.
Body-Affecting Powers in general. See each Power’s BUYING MENTAL POWERS
description for specifics.
The costs for the various Mental Powers are
listed in their descriptions. However, some special
Defense Powers Limitations sometimes apply to them.
First, if a Mental Power always has a specific
Defense Powers protect the character from effect — such as Mind Control that can only make
damage or harm in some way. The Defense Powers targets angry, or Mental Illusions that can only
are: show a target his greatest fear — then it takes the
■ Armor Limitation Set Effect, worth -½ or -1 (depending on
■ Characteristics (PD and ED only) how restrictive the specific effect is).
Second, you can use the HERO System’s
■ Damage Resistance
Mental Powers to create some drugs or other physi-
■ Flash Defense cal effects by applying the Limitation Based On
■ Force Field CON (-1). This means the Mental Power affects the
■ Force Wall target through his CON instead of his EGO. The
■ Mental Defense power also has a standard range (5” x Active Points)

instead of Line Of Sight, uses an OCV-based Attack
Power Defense
Roll instead of an ECV Attack Roll, is visible, and
Characters sometimes buy Defense Powers does not provide Mental Awareness.
with a special Advantage, Hardened (+¼). This
USING MENTAL POWERS
Advantage counteracts the effects of the Advan-
tages Armor Piercing and Penetrating. Attacks with Characters target Mental Powers with EGO
these Advantages apply against Hardened Defenses Combat Value (ECV), using an ECV Attack Roll:
as if they were normal, un-Advantaged attacks. ECV Attack Roll =
Similarly, some Defense Powers take a Limita- 11 + Attacker’s ECV - Defender’s ECV
tion, Only Works Against Limited Type Of Attack,
because they only protect against certain types of The character must roll equal to or less than this
attacks. If a Defense Power only applies against number on 3d6 to hit a target with a Mental Power. A
a Limited type of attack (such as Fire or Sonic sleeping or unconscious mind has an ECV of 0.
attacks), the Limitation is worth -½. If it only pro- All Mental Powers are invisible to characters
tects against a Very Limited class of attacks or type who do not themselves have a Mental Power or
of damage (such as Magical Fire attacks or Sonic Mental Awareness. However, the target of a mental
Killing Attacks), the Limitation is worth -1. attack can sense the source of the attack and knows
what Power he’s been attacked with (though with
Mental Illusions, he only realizes it after he breaks
free from the illusion).
Line Of Sight
Mental Powers use special rules for Range.
Instead of having a normal Range (5” x Active
Points), they have a Line Of Sight Range (“LOS”).
This means the character can use them on anyone
he can see with the naked eye, and the Range Mod-
ifier does not apply to his attack.
If a Mental Power has a continuing effect (such
as Mind Control and Mental Illusions), the charac-
ter only needs LOS to attack the target. After that,
he does not need LOS to maintain the power.
40 ■ Character Creation Hero System 5th Edition

HERO SYSTEM Effect Rolls Mind Scan works a little differently. Charac-
POWERS Once a character makes a successful ECV ters only pay END for it when they attack with it,
Attack Roll, he makes an Effect Roll using the dice as described above. However, if something cuts off
The full HERO System he bought for the Power (Mind Link, which doesn’t the Mind Scan — such as if it’s in a Multipower
rules contain several involve dice, doesn’t require an Effect Roll). (page 72) and the character switches to a differ-
more Powers that char- For Ego Attacks, the total rolled on the Effect ent slot — it stops working. The character has to
acters can buy: Roll minus the target’s Mental Defense equals the go through the whole process of activating it and
STUN damage inflicted on the target. attacking with it all over again.
Absorption, the power For continuing-effect Mental Powers — Mental
to absorb incoming Illusions, Mind Control, Mind Scan, and Telepathy
attacks and use them to — the attacker declares the effect he wants to cause Movement Powers
enhance the power of (such as “I want to make him cluck like a chicken”
one’s own Characteris- Movement Powers allow a character to move
or “I want to pinpoint his mind precisely enough to from place to place. Some are extensions of exist-
tics or Powers
attack him with my Ego Attack”). Then he makes ing abilities, like Running or Swimming; others
his Effect Roll. The GM compares the roll, minus are completely new modes of movement, such as
Damage Reduction, a
the target’s Mental Defense, to the target’s EGO on Teleportation or FTL Travel. The Movement Powers
Defense Power that
reduces damage sus- the Effects Table for each Power. If the Effect Roll are:
tained by a percentage equals or exceeds the target’s EGO plus a modifier
based on the desired effect, the attack succeeds. If it ■ Extra-Dimensional Movement
is less than the target’s EGO plus the modifier, the ■ Faster-Than-Light (FTL) Travel
Duplication, the ability to
split into two (or more) attack fails and has no effect. ■ Flight
characters ■ Gliding
Resisting And Breaking Free From Mental
Powers ■ Leaping
Endurance Reserve, the
If a character successfully uses Mental Illu- ■ Running
ability to set up a sepa-
rate pool of END and sions, Mind Control, Mind Scan, or Telepathy on ■ Swimming
REC to fuel powers someone, the target gets a chance to break free
■ Swinging
from the attack with a modified EGO Roll called
■ Teleportation
Find Weakness, the abil- a Breakout Roll. Breakout Rolls are subconscious;
making one takes no time. ■ Tunneling
ity to reduce a target’s
defenses by detecting A character makes his first Breakout Roll on
BUYING MOVEMENT POWERS
weaknesses in them his next Phase after being successfully attacked
with a Mental Power. This occurs before he takes All characters begin the game with 6” Run-
Lack Of Weakness, the any actions or has to react to the Mental Power. ning, 2” Swimming, and a running Leap of 1” per
ability to resist Find Thus, a character always gets at least one Breakout 5 STR. The costs for additional Running, Swim-
Weakness Roll before he suffers the effects of a Mental Power. ming, or Leaping, as well as the cost for more exotic
A character’s Breakout Roll is his EGO Roll Movement Powers, are listed in the individual
Missile Deflection & (9 + (EGO/5)). The Breakout Roll suffers a penalty Power descriptions.
Reflection, the ability to of -1 for every 5 points rolled over the minimum
avoid certain attacks, USING MOVEMENT POWERS
needed to achieve the desired level of effect on the
and even to reflect them All Movement Powers except Extra-Dimen-
Effects Table. For example, if a mentalist tries to
back at the attacker (or sional Movement and FTL Travel have a Noncom-
others) achieve an EGO+20 effect and rolls EGO+30 for his
bat velocity mode. When moving at Noncombat
Effect Roll, the Breakout Roll is at -2.
speeds, a character moves twice as fast — in other
Shape Shift, a distinct After the initial attempt to break free, the
words, he moves two times as many inches as he
shape-changing power victim can re-attempt the modified EGO Roll at
has in the power. However, this speed comes at
rather than an option +1 for each step on the Time Chart (page 22). The
a price: the character is at ½ DCV and 0 OCV.
for Multiform (see page character thus gets to roll at +1 after one Turn has
Moving at Noncombat velocity does not change a a
58) passed, +2 after one Minute has passed, and so
Movement Power’s END cost.
forth. This means continuing-effect Mental Powers
A character can improve his Noncombat
Summon, the ability to get weaker over time until the victim breaks free.
summon or create other velocity. For every +5 Character Points he spends
beings, most often used The Duration Of Mental Powers on a Movement Power, he doubles his Noncombat
in Fantasy Hero games Ego Attack, Mental Illusions, Mind Control, velocity (to x4 for +5 points, x8 for +10 points, and
and Telepathy are Instant Powers. When a character so forth).
attacks someone with one, he pays END for it when
Accelerating And Decelerating
he makes the attack. He doesn’t have to pay END
A character can’t instantly go from standing
for it after that, even if its effects last for a long time.
still to moving at full speed, or vice-versa. He has
If a character wants to change a Mental Illu-
to accelerate or decelerate at the rate of 5” per hex.
sion, give a new order with Mind Control, or com-
Thus, a character moving with Flight 20” needs 4”
municate on a different Telepathic level, he must
of room to come to a complete stop, or to get up to
make a new ECV Attack Roll and pay END for the
a full speed of 20” from standing still.
power again. If he hits, he makes a new Effect Roll
Accelerating or decelerating is a Zero-Phase
based on the new effect he desires. If the Effect Roll
Action, but characters can do it only once per
succeeds, he makes the change he wanted; if it fails
Phase. A character can also Abort (page 89) to
the target automatically breaks free from the effect
decelerate if necessary.
of the Power.
Sidekick ■ Chapter One 41

Sense-Affecting Powers Special Powers


Sense-Affecting Powers are Powers that limit, Special Powers are Powers that characters
hinder, or trick a character’s Senses. The Sense- cannot put in Elemental Controls or Multipowers
Affecting Powers are: unless the GM specifically permits them to. The
Special Powers are:
■ Darkness
■ Flash ■ Enhanced Senses
■ Images ■ Extra Limbs
■ Invisibility ■ Flash Defense
■ Luck
Refer to Enhanced Senses (page 48) and Senses
■ Mental Defense
And Perception (page 86) for more information on
Senses. ■ Mind Link
■ Power Defense
BUYING SENSEAFFECTING POWERS
■ Skills
The cost for various Sense-Affecting Powers
are listed in the individual Power descriptions. They
have different costs depending on whether they affect Standard Powers
Targeting or Nontargeting Sense Groups. Targeting
refers to the Sight Group. All other Sense Groups are “Standard Powers” is a catch-all designation
Nontargeting (meaning a character cannot normally for any Power that’s not an Adjustment, Mental,
use them to acquire a target in combat). Movement, Size, or Special Power. The Standard
Powers are:
■ Armor
Sensory Powers ■ Characteristics
Sensory Powers heighten or improve a charac- ■ Clairsentience
ter’s Senses, or provide him with Senses most char- ■ Clinging
acters lack. The Sensory Powers are:
■ Change Environment
■ Clairsentience ■ Damage Resistance
■ Enhanced Senses ■ Darkness
■ Mind Scan ■ Density Increase
The cost for various Sensory Powers are listed ■ Desolidification
in the individual Power descriptions. ■ Dispel
■ Energy Blast
Size Powers ■ Entangle
■ Flash
Size Powers enable a character to change his
■ Force Field (FF)
size. The Size Powers are:
■ Force Wall (FW)
■ Growth ■ Hand-to-Hand Attack (HA)
■ Shrinking ■ Images
See the descriptions of those Powers for costs, ■ Invisibility
and for information on the effects of being taller or ■ Killing Attack — Hand-to-Hand (HKA)
shorter than normal. ■ Killing Attack — Ranged (RKA)
■ Life Support (LS)
■ Multiform
■ Stretching
■ Telekinesis
■ Transform
Each Power’s description mentions any special
rules pertaining to it.
42 ■ Character Creation Hero System 5th Edition

POWERS TABLE
Power Name Power Category Duration Target Range END
Aid Adjustment Instant Target’s DCV No N
Armor Standard/Defense Persistent Self Only Self N
Change Environment Standard Constant Hex Yes/x5” Y
Characteristics Standard Persistent Self Only Self Varies
Clairsentience Standard/Sensory Constant Hex Yes/x5” Y
Clinging Standard Constant Self Only Self N
Damage Resistance Standard/Defense Persistent Self Only Self N
Darkness Standard/Attack/Sense-Affecting Constant Hex Yes/x5” Y
Density Increase Standard/Body Constant Self Only Self Y
Desolidification Standard/Body Constant Self Only Self Y
Dispel Standard/Attack Instant Target’s DCV Yes/x5” Y
Drain Adjustment/Attack Instant Target’s DCV No Y
Ego Attack Mental/Attack Instant Target’s ECV Yes/LOS Y
Energy Blast Standard/Attack Instant Target’s DCV Yes/x5” Y
Enhanced Senses Special/Sensory Persistent Self Only Self N
Entangle Standard/Attack Instant Target’s DCV Yes/x5” Y
Extra-Dimensional Movement Movement Instant Self Only Self Y
Extra Limbs Special/Body Persistent Self Only Self N
Faster-Than-Light (FTL) Travel Movement Constant Self Only Self N
Flash Standard/Attack/Sense-Affecting Instant Target’s DCV Yes/x5” Y
Flash Defense Special/Defense Persistent Self Only Self N
Flight Movement Constant Self Only Self Y
Force Field Standard/Defense Constant Self Only Self Y
Force Wall Standard/Defense Constant Hex Yes/x5” Y
Gliding Movement Constant Self Only Self N
Growth Size/Body Constant Self Only Self Y
Hand-to-Hand Attack (HA) Standard/Attack Instant Target’s DCV No Y
Healing Adjustment Instant Target’s DCV No Y
Images Standard/Attack/Sense-Affecting Constant Hex Yes/x5” Y
Invisibility Standard/Sense-Affecting Constant Self Only Self Y
Killing Attack (Hand-To-Hand) Standard/Attack Instant Target’s DCV No Y
Killing Attack (Ranged) Standard/Attack Instant Target’s DCV Yes/x5” Y
Knockback Resistance Special/Defense Persistent Self Only Self N
Leaping Movement Constant Self Only Self Y
Life Support Standard Persistent Self Only Self N
Luck Special Persistent Self Only Self N
Mental Defense Special/Defense Persistent Self Only Self N
Mental Illusions Mental Instant Target’s ECV Yes/LOS Y
Mind Control Mental Instant Target’s ECV Yes/LOS Y
Mind Link Mental Persistent Target’s ECV Yes/LOS N
Mind Scan Mental/Sensory Constant Target’s ECV Yes Y
Multiform Standard/Body Persistent Self Only Self N
Power Defense Special/Defense Persistent Self Only Self N
Running Movement Constant Self Only Self Y
Shrinking Size/Body Constant Self Only Self Y
Skills Special Constant Self Only Self N
Stretching Standard/Body Constant Self Only Self Y
Suppress Adjustment/Attack Constant Target’s DCV Yes/x5” Y
Swimming Movement Constant Self Only Self Y
Swinging Movement Constant Self Only Self Y
Telekinesis Standard/Attack Constant Target’s DCV Yes/x5” Y
Telepathy Mental Instant Target’s ECV Yes/LOS Y
Teleportation Movement Instant Self Only Self Y
Transfer Adjustment/Attack Instant Target’s DCV No Y
Transform Standard/Attack Instant Target’s DCV Yes/x5” Y
Tunneling Movement Constant Self Only Self Y
Sidekick ■ Chapter One 43

POWERS SUMMARY TABLE


Power Name Description
Aid Temporarily increases the power of a Characteristic or Power
Armor Provides points of Resistant Defense
Change Environment Alters an area in ways that hinder, harm, or inconvenience characters
Characteristics Allows character to buy Characteristics with Advantages or Limitations
Clairsentience Character can perceive at a distance despite obstacles, corners, and the like
Clinging Character can walk on walls and similar surfaces
Damage Resistance Converts some of the character’s PD or ED into Resistant Defense
Darkness Creates an area that blocks Sight (or some other sense)
Density Increase Makes character denser, stronger, and harder to hurt or move
Desolidification Character can become intangible, walk through walls, and ignore most attacks
Dispel Turns off another character’s Power
Drain Temporarily decreases the power of a Characteristic or Power
Ego Attack Lets character make a mental attack at Range to inflict STUN damage
Energy Blast Lets character make a Normal Damage attack at Range
Enhanced Senses Improves the character’s normal senses, or gives him unusual new senses
Entangle Restrains, immoblizes, or paralyzes another character
Extra-Dimensional Movement Allows character to travel to another dimension or through time
Extra Limbs Gives character one or more additional limbs
Faster-Than-Light (FTL) Travel Lets character move faster than light in outer space
Flash Temporarily blinds a character’s Sight (or some other sense)
Flash Defense Protects one of a character’s senses from Flashes
Flight Allows character to fly
Force Field Provides points of Resistant Defense
Force Wall Creates a “wall” or barrier that provides Resistant Defense
Gliding Allows character to glide through the air
Growth Makes character taller, stronger, and tougher
Hand-to-Hand Attack (HA) Improves the character’s ability to do Normal Damage in HTH Combat
Healing Heals injuries
Images Creates an image perceivable by other characters
Invisibility Renders character imperceptible by Sight (or some other sense)
Killing Attack (Hand-To-Hand) Lets character make a Killing Damage attack in HTH Combat
Killing Attack (Ranged) Lets character make a Killing Damage attack at Range
Knockback Resistance Makes a character take less Knockback from attacks
Leaping Lets character leap further than normal
Life Support Protects character from environmental dangers, such as lack of oxygen
Luck Character is exceptionally lucky
Mental Defense Protects a character from the effects of Mental Powers
Mental Illusions Creates an illusion in a character’s mind that only he can perceive
Mind Control Allows character to take control of another character’s mind
Mind Link Establishes mental communication between two or more characters
Mind Scan Allows character to mentally search for another character’s mind
Multiform Allows character to change shape or form
Power Defense Protects a character from Drain, Transform, and similar attacks
Running Lets character run faster than normal
Shrinking Makes character smaller, and thus harder to see and hit
Skills Allows character to buy Skills with Advantages or Limitations
Stretching Lets character elongate his body and make HTH attacks at “range”
Suppress Temporarily neutralizes another character’s power
Swimming Lets character swim faster than normal
Swinging Lets character swing great distances on a line
Telekinesis Lets character move or affect objects at range, without touching them
Telepathy Character can read other characters’ minds and communicate mentally
Teleportation Character can move without crossing the intervening physical space
Transfer Character temporarily decreases another character’s Characteristic or Power
and increases his own
Transform Allows character to impose a lasting change on a person or object
Tunneling Character can move by making a tunnel in the ground
44 ■ Character Creation Hero System 5th Edition

POWERS COSTS TABLE


Power Name Description
Aid 10 Character Points for every 1d6 of Aid
Armor 3 Character Points for each 2 points of Resistant Defense
Change Environment 5 Character Points to Change Environment in 1” radius area; double the area for every +5 Character Points
Characteristics Varies (see page 46)
Clairsentience 20 Character Points for a PER Roll with one Sense Group, +10 Character Points per additional Sense Group
Clinging 10 Character Points for ability to exert character’s normal STR; +3 Clinging STR for +1 Character Point
Damage Resistance 1 Character Point to convert 2 points of Normal Defense to Resistant Defense
Darkness See Darkness Table, page 46
Density Increase 5 Character Points for every level of Density Increase (see page 47)
Desolidification 40 Character Points
Dispel 3 Character Points for every 1d6 of Dispel
Drain 10 Character Points for every 1d6 of Drain
Ego Attack 10 Character Points for every 1d6 of Ego Attack
Energy Blast 5 Character Points for every 1d6 of Energy Blast
Enhanced Senses Varies (see pages 48-50)
Entangle 10 Character Points for every 1d6 BODY, 1 DEF of Entangle
Extra-Dimensional Movement See Extra-Dimensional Movement Table, page 50
Extra Limbs 5 Character Points
Faster-Than-Light (FTL) Travel See FTL Table, page 51
Flash See Flash Table, page 51
Flash Defense 1 Character Point for every 1 point of Flash Defense to protect a single Sense Group
Flight 2 Character Points for every 1” of Flight
Force Field 1 Character Point for every 1 point of Resistant Defense
Force Wall 5 Character Points for every 2 points of Resistant Defense; +1” width or height for every 2 Character Points
Gliding 1 Character Point for every 1” of Gliding
Growth 15 Character Points for every level of Growth (see page 52)
Hand-to-Hand Attack (HA) 5 Character Points for every +1d6 of HA, but with a mandatory -½ Limitation
Healing 10 Character Points for every 1d6 of Healing
Images See Images Table, page 54
Invisibility See Invisibility Table, page 54
Killing Attack (Hand-To-Hand) 15 Character Points for every 1d6 of HKA
Killing Attack (Ranged) 15 Character Points for every 1d6 of RKA
Knockback Resistance 2 Character Points for every -1” of Knockback Resistance
Leaping 1 Character Point for every +1” Leap
Life Support See Life Support Table, page 55
Luck 5 Character Points for every 1d6 of Luck
Mental Defense 1 Character Point for every 1 point of Mental Defense
Mental Illusions 5 Character Points for every 1d6 of Mental Illusions
Mind Control 5 Character Points for every 1d6 of Mind Control
Mind Link See Mind Link Table, page 57
Mind Scan 5 Character Points for every 1d6 of Mind Scan
Multiform 1 Character Point for every 5 Character Points in most expensive form; 2x the number of forms for +5 points
Power Defense 1 Character Point for every 1 point of Power Defense
Running 2 Character Points for every +1” of Running
Shrinking 10 Character Points for every level of Shrinking (see page 59)
Skills As per the Skill (see page 59)
Stretching 5 Character Points for every 1” of Stretching
Suppress 5 Character Points for every 1d6 of Suppress
Swimming 1 Character Point for every 1” of Swimming
Swinging 1 Character Point for every 1” of Swinging
Telekinesis 3 Character Points for every 2 points of Telekinetic STR
Telepathy 5 Character Points for every 1d6 of Telepathy
Teleportation 2 Character Points for every 1” of Teleportation
Transfer 15 Character Points for every 1d6 of Transfer
Transform 5/10/15 Character Points for every 1d6 of Transform (see page 61)
Tunneling 5 Character Points for every 1” of Tunneling through DEF 1 materials; +1 DEF per +3 Character Points
Sidekick ■ Chapter One 45

Change Environment can have minor nega- EXAMPLE POWERS


POWER DESCRIPTIONS tive effects on combat or Skills, or cause minor
amounts of damage or related combat effects. How-
STRENGTH BOOST PILL
AID ever, it cannot provide combat bonuses or other
beneficial effects to characters. The Combat Effects Effect: Aid STR 4d6
Type: Adjustment Power
Table lists the different types of combat effects Target: Self
Duration: Instant
Range: No Range Change Environment can have. When a character Duration: Instant
Costs END: No purchases Change Environment, he receives for Range: Self
Cost: 10 Character Points for every 1d6 of Aid free a single -1 combat effect (such as -1 to Sight END: 0
Group PER Rolls or -1” of Running). If he wants
A character with Aid may increase one of his Aid STR 4d6, Delayed
the Change Environment to have a greater effect, he
or someone else’s Characteristics or Powers. Some Return Rate (points fade
can increase it by paying the Character Point cost at the rate of 5 per Hour;
examples of Aid include a character who acts as a listed in the table. For example, the power to create +1) (80 Active Points);
“living battery” to boost others’ STR, or an enchanted an 8” radius sheet of ice imposing a -3 penalty to OAF (-1), 1 Charge (-2).
item which increases a wizard’s magical powers. DEX Rolls costs 26 Character Points (5 points for Total cost: 20 points.
A character must define what Characteristic the base -1 in a 1” radius, +15 points to increase the
or Power his Aid can increase when he buys it. Aid radius, +6 points for the additional -2 penalty to
cannot give a character abilities he does not have; SLIPPERY ICE SHEET
DEX Rolls).
it can only improve abilities a character already Effect: -4 to DEX Rolls
To use Change Environment, a character
possesses. makes an Attack Roll against a target hex (DCV Target: 8” radius
To use Aid, the character makes an Attack Roll 3) to place the Change Environment field where Duration: Constant
(he automatically hits if he uses Aid on himself or a he wants it. If the roll succeeds, the character has Range: 145”
willing target, but still must take an Attack Action). placed the center hex of his Change Environment END: 3
If he succeeds, he rolls his Aid dice. The total rolled field on the target hex; he cannot move the field
represents the number of Character Points added Change Environment 8”
thereafter. radius, -4 to DEX Rolls
directly to the Active Points of the Characteristic or
to move on (29 Active
Power being Aided (see page 37).
The points gained from an Aid fade at the rate COMBAT EFFECTS TABLE Points); Only Affects
Characters Who Are
of 5 Active Points per Turn (see page 38). Cost Per Moving On The Ground
Additional -1 Effect (-¼). Total cost: 23
ARMOR 2 PER Roll for one Sense points.
Type: Standard Power/Defense Power 3 PER Roll for one Sense Group
Duration: Persistent 3 Characteristic Roll or Skill Roll OBSCURING FOG SPELL
Range: Self Only 3 Inch of any one mode of Movement
4 Characteristic Roll and all Skill Rolls Effect: -3 Sight Group
Costs END: No PER Rolls
Cost: Each 2 points of fully Resistant Defense based on same Characteristic
5 CV (OCV or DCV) Target: 8” radius
(either PD or ED) costs 3 Character
5 Point of damage (player specifies type Duration: Constant
Points.
of damage and may, at the GM’s option,
Range: 200”
Armor provides a character with Resistant include appropriate Advantages; other-
Defenses. Characters can only buy Armor for PD wise Advantages may be purchased for END: 3
or ED. They must specify the type and amount the damage) Change Environment 8”
of Armor defense (PD or ED) when they buy 5 Point of Telekinesis STR radius, -3 to Sight Group
the Armor, and cannot change it thereafter. For PER Rolls (26 Active
instance, if a character spent 21 Character Points CHARACTERISTICS Points); OAF (wizard’s
staff; -1), Gestures
he could buy 14 PD, 0 ED Armor, or 7 PD, 7 ED Type: Standard Power (-¼), Incantations (-¼),
Armor, or any other combination totalling 14 Duration: Persistent Requires A Magic Skill
points of PD and ED. Range: Self Only Roll (-½). Total cost: 9
Costs END: Varies points.
CHANGE ENVIRONMENT Cost: Varies
Type: Standard Power REACTION-ENHANCING
Characters can purchase Characteristics as
Duration: Constant DRUG
Powers, with Limitations and Advantages and in
Range: Range (5” x Active Points)
Power Frameworks. Examples include a “super- Effect: +2 SPD
Costs END: Yes
speed drug” that increases a character’s DEX for a Target: Self
Cost: 5 Character Points to change the
few minutes, or extra STR only for the purposes of Duration: Constant
environment in a 1” radius area; you can
lifting objects.
double the area for every +5 Character Range: Self
The Characteristic costs the same amount of
Points. END: 0
Character Points described on pages 16-19. If using
A character with Change Environment can the Characteristic normally costs END, then the +2 SPD (20 Active
cause changes to his environment. The character Characteristic bought as a Power also costs END. Points); OAF (-1), 1
could, for example, create an intense magnetic field, Primary Characteristics purchased with Continuing Charge last-
change the weather, or cause all plants in the area Advantages add to Figured Characteristics as ing 1 Hour (-¼). Total
to bloom. A character must specify the effect he cost: 9 points.
normal. Primary Characteristics purchased with
can create when buying Change Environment; this Limitations do not add to Figured Characteristics
cannot be changed thereafter. at all unless the Limitation also affects the Figured
46 ■ Character Creation Hero System 5th Edition
EXAMPLE POWERS Characteristics. For example, STR bought with the DAMAGE RESISTANCE
Limitation Focus would add to Figured Character- Type: Standard Power/Defense Power
istics normally, since taking away the Focus would Duration: Persistent
CRYSTAL BALL
affect them. But STR bought with the Limitation Range: Self Only
Effect: Clairsentience Increased Endurance Cost would not add to any
(Sight, Hearing) Costs END: No
Figured Characteristics, since PD, REC, and STUN Cost: 1 Character Point to convert 2 points of
Target: Self do not cost END to use. Characteristics bought Normal Defense to Resistant Defense
Duration: Constant as Powers which would normally add to Figured
Characteristics may take the Limitation No Figured A character with Damage Resistance may
Range: 2,400”
Characteristics (-½), in which case they do not add. apply some or all of his normal PD or ED against
END: 5 Killing Attacks. Damage Resistance doesn’t add
Clairsentience (Sight CLAIRSENTIENCE to the character’s defenses, it just converts some
and Hearing Groups), of a character’s Normal Defenses into Resistant
16x Range (2,400”) (50 Type: Standard Power/Sensory Power
Defenses.
Active Points); OAF Duration: Constant
If a character’s Normal Defenses converted
(-1), Extra Time (5 Range: 5” x Active Points
Minutes to activate; -1). with Damage Resistance have any Advantages
Costs END: Yes
Total cost: 17 points. (such as Hardened), he must also buy those Advan-
Cost: 20 Character Points for a PER Roll with
tages for his Damage Resistance.
one Sense Group. For each additional
BOOTS OF SPIDER Sense Group, +10 Character Points. For DARKNESS
CLIMBING each x2 Range, +5 Character Points.
Type: Standard Power/Attack Power/Sense-
Effect: Clinging (normal A character with Clairsentience can use one Affecting Power
STR) or more of his Sense Groups (usually Sight) at Duration: Constant
Target: Self a distance. Examples of Clairsentience include Range: 5” x Active Points
Duration: Constant mystic scrying spells, borescopes used to see Costs END: Yes
Range: Self through walls and around corners, and closed-cir- Cost: See Darkness Table
cuit television systems.
END: 0 A character with Darkness can create a field
When a character uses Clairsentience, it is as
Clinging (normal STR) if he were standing some distance away from his which is impervious to one Sense Group (usually
(10 Active Points); the Sight Group). The character must choose this
current position, trying to perceive something.
OIF (-½). Total cost: 7 Sense Group when he buys Darkness, and cannot
points. He designates a “perception point” from which
his Clairsentience works. He can change this change it thereafter. Some examples of Darkness
perception point from use to use, and can put it include smoke grenades, mystic spells of silence,
SUPER-TOUGH SKIN anywhere within the range of his Clairsentience, and blinding fields of impenetrable blackness.
Effect: Damage Resis- but he cannot move it once he creates it. It lets To use Darkness, a character makes an Attack
tance (15 PD/15 ED) him perceive in any direction from the perception Roll against a target hex (DCV 3) to place the
Target: Self point just as if he were standing there himself. Cal- Darkness field where he wants it. If the roll suc-
culate the Range Modifier for PER Rolls made via ceeds, the character has placed the center hex of his
Duration: Persistent
Clairsentience from the perception point, not from Darkness field on the target hex; he cannot move
Range: Self the field thereafter.
where the character actually is.
END: 0 Darkness makes the covered area impenetrable
Clairsentience is not a Targeting Sense and
Damage Resistance (15 cannot establish Line Of Sight for Mental Powers. by the Sense Group it affects — characters using
PD/15 ED) (15 Active Senses in that group cannot perceive into, out of,
Points). Total cost: 15 CLINGING or through the Darkness, nor perceive sensory
points. effects generated within the Darkness. A charac-
Type: Standard Power
ter in a Darkness field who cannot perceive his
Duration: Constant
SHADOW ZONE opponent(s) with a Targeting Sense usually suffers
Range: Self Only
Effect: Darkness (Sight penalties to his DCV and OCV (see page 86).
Costs END: No
Group) Cost: 10 Character Points for ability to exert
Target: 5” radius
Duration: Constant
character’s normal STR; +3 Clinging STR
for +1 Character Point.
DARKNESS TABLE
Range: 250” A character with Clinging may cling to walls Sense Group Cost To Fill One Hex
Targeting (Sight) 10 Character Points
END: 5 and sheer surfaces and move on them as if they
Nontargeting (all others) 5 Character Points
Darkness to Sight Group were level. Some examples of Clinging include
5” radius (50 Active high-tech cling-grips used by climbers or insect- Extra Radius Cost per +1” Radius
Points). Total cost: 50 based wall-crawling powers. Targeting Sense +10 Character Points
points. Movement along a surface (like running along Nontargeting Sense +5 Character Points
a wall) is the same as normal ground movement.
If an opponent wants to pull a Clinging character
from a surface, he must exceed the character’s total
Clinging STR in a STR Roll Versus STR Roll Con-
test; otherwise the character remains stuck.
Sidekick ■ Chapter One 47

DENSITY INCREASE target while Desolidified, he must apply the Advan- EXAMPLE POWERS
Type: Standard Power/Body-Affecting Power tage Affects Physical World (+2) to that power.
Duration: Constant PHANTASMIC FORM
DISPEL
Range: Self Only Effect: Desolidification
Costs END: Yes Type: Standard Power/Attack Power Target: Self
Cost: See Density Increase Table Duration: Instant Duration: Constant
Range: 5” x Active Points Range: Self
A character with Density Increase (“DI”)
Costs END: Yes
can increase his density, thereby making himself END: 4
Cost: 3 Character Points for every 1d6 of Dispel
heavier, stronger, and physically tougher. Some Desolidification
examples of Density Increase include characters A character with Dispel can turn off another (affected by magic) (40
whose bodies are made of rock or metal, or a character’s Power. Some examples of Dispel include Active Points); Extra
superhero with gravitic powers who can make him- spells designed to disrupt or “break” other spells, Time (Full Phase to acti-
self denser. See the Density Increase Table for the light-based powers which can destroy Darkness vate; -¼). Total cost: 32
effects of buying DI. fields, or the ability to destroy or ruin gadgets. Each points.
1d6 of Dispel costs 3 Character Points. The charac-
ter must specify which Power he can Dispel when
DENSITY INCREASE TABLE he purchases Dispel.
DISPEL MAGIC SPELL
Effect: Dispel 15d6
Points Mass (KG) STR KB PD ED To use Dispel, the character must make an
Target: One character
0 100 +0 -0 +0 +0 Attack Roll. If successful, he rolls and totals the
Dispel dice and subtracts the target’s Power Defense Duration: Instant
5 200 +5 -1 +1 +1
(if any). If the remaining total exceeds the Active Range: 280”
10 400 +10 -2 +2 +2
Point total of the target Power, the target Power is END: 6
15 800 +15 -3 +3 +3
Dispelled; that is, it stops working. If the victim of Dispel 15d6, any Magic
20 1,600 +20 -4 +4 +4 the Dispel wants to restart the Power, he can, but power or spell one at a
25 3,200 +25 -5 +5 +5 he must start from scratch — he must perform any time (+¼) (56 Active
30 6,400 +30 -6 +6 +6 preparations again. Obviously, Dispel is most effec- Points); OAF (wizard’s
35 12,500 +35 -7 +7 +7 tive against Powers which are difficult to turn on staff; -1), Gestures
40 25,000 +40 -8 +8 +8 or take a long time to activate (like many Fantasy (-¼), Incantations (-¼),
spells) or against objects (which must be repaired Requires A Magic Skill
45 50,000 +45 -9 +9 +9
or rebuilt). Dispel is all-or-nothing: it either com- Roll (-½). Total cost: 19
50 100,000 +50 -10 +10 +10 points.
55 200,000 +55 -11 +11 +11 pletely turns off a Power or it has no effect.
60 400,000 +60 -12 +12 +12
To create a Dispel that can affect more than
one type of Power at once, apply the Variable Effect WEAKNESS DARTS
65 800,000 +65 -13 +13 +13
Advantage (page 37). Effect: Drain STR 4d6
70 1,600,000 +70 -14 +14 +14
Target: One character
75 3,200,000 +75 -15 +15 +15 DRAIN
Duration: Instant
Type: Adjustment Power/Attack Power
DESOLIDIFICATION Range: 200”
Duration: Instant
Type: Standard Power/Body-Affecting Power Range: No Range END: 4 Charges
Duration: Constant Costs END: Yes Drain STR 4d6, Ranged
Range: Self Only Cost: 10 Character Points for every 1d6 of Drain (+½) (60 Active Points);
Costs END: Yes OAF (-1), 4 Charges
A character with Drain can temporarily lower (-1). Total cost: 20
Cost: 40 Character Points the value of one of an opponent’s Characteris- points.
A character with Desolidification can become tics or Powers. The character must specify which
intangible, allowing him to walk through walls and Power or Characteristic he can Drain when he MIND-BLAST
ignore attacks. Some examples of Desolidification purchases Drain.
Effect: Ego Attack 6d6
include the intangible body of a ghost, or a super- To use Drain, a character must make an Attack
hero who can pass through solid objects by syn- Roll. If successful, he rolls and totals the Drain dice, Target: One character
chronizing the “phase vibrations” of his molecules. then subtracts the target’s Power Defense (if any). Duration: Instant
A Desolidified character is immune to most The total remaining is the number of Active Points Range: Line Of Sight
physical and energy attacks. Mental Powers, lost from the affected Power or Characteristic. END: 6
Flashes, and Presence Attacks can still affect him. Drained Character Points return at the rate of
Ego Attack 6d6 (60
Additionally, he must define the special effects of 5 Active Points per Turn (see page 38). Active Points); Visible
a reasonably common group of attacks that can (attack appears as a
affect him while he’s Desolidified. For example, EGO ATTACK greenish beam of energy
Desolidification defined as “turning to mist” Type: Mental Power/Attack Power lancing out from the
could still be affected by wind and heat attacks; Duration: Instant character’s forehead;
one defined as “mystic intangibility” could still be Range: Line Of Sight -¼). Total cost: 48
affected by magic. Costs END: Yes points.
While Desolidified, a character cannot touch Cost: 10 Character Points for every 1d6 of Ego
objects or affect the physical world in any way. His Attack
attacks against the physical world have no effect; he
A character with Ego Attack can directly attack
cannot even use Mental Powers against solid targets.
another character’s mind to cause STUN damage.
If a character wants to use a power against a solid
Some examples of Ego Attack include pain inflic-
48 ■ Character Creation Hero System 5th Edition
EXAMPLE POWERS tion, induced sleepiness or euphoria, or harmful Enhanced Hearing: The character can hear better
“mental feedback.” than normal.
To use Ego Attack, the character makes an Cost: +1 to Hearing Group PER Rolls for 2
BLASTER PISTOL
ECV Attack Roll. If successful, he rolls his Ego Character Points
Effect: Energy Blast 8d6 Attack dice. The target subtracts his Mental Defense
Target: One character (if any) and takes the remaining damage as STUN. Ultrasonic Hearing: The character can perceive very
Duration: Instant Ego Attacks only do STUN damage; they have no high and very low frequency sounds, such as dog
effect on inanimate objects, and do no Knockback. whistles or Active Sonar.
Range: 200”
Cost: 3 Character Points
END: 12 Charges
ENERGY BLAST Mental Sense Group
Energy Blast 8d6 (40
Active Points); OAF Type: Standard Power/Attack Power
Duration: Instant Mental Awareness: The character can perceive the
(-1), 12 Charges (-¼). use of Mental Powers within his Line Of Sight. He
Total cost: 18 points. Range: 5” x Active Points
Costs END: Yes can perceive the user and target of a Mental Power,
Cost: 5 Character Points for every 1d6 of but not the type of Mental Power (that requires
BLASTER RIFLE Discriminatory).
Energy Blast
Effect: Energy Blast 10d6 Cost: 5 Character Points
A character with Energy Blast can attack at
Target: One character Radio Sense Group
Range, doing Normal Damage. Examples of Energy
Duration: Instant Blasts (EBs) include a superhero’s force blast, many All Radio Sense Group Senses except for
Range: 375” types of blunt throwing weapons, a wizard’s bolt of Radar have a 360 Degree arc of perception — a
END: 2 clips of 30 mystic energy, rubber bullets, or a Galactic Troop- character can use them to perceive radio signals
Charges each er’s blaster rifle. coming from any direction.
Energy Blast 10d6, 2 To use Energy Blast, a character states his Enhanced Radio: The character can perceive radio
clips of 30 Charges each target and makes an Attack Roll. If he succeeds, signals better than normal.
(+½) (75 Active Points); he rolls his dice to determine the Normal Damage Cost: +1 to Radio Group PER Rolls for 2
OAF (-1). Total cost: 37 done (see page 97).
points. Character Points
An Energy Blast can apply against Physical
Defense instead of Energy Defense (for example, Radar: A character with Radar can sense nearby
LIGHTNING BOLT SPELL force beams or thrown chunks of rock), but the objects by emitting radio waves which bounce off
Effect: Energy Blast 12d6 character must specify this when he buys the Power. those objects and return to him. Radar cannot per-
ceive fine detail (such as colors, print on paper, or
Target: One character
ENHANCED SENSES fine textures). HRRP or Radar can detect the use of
Duration: Instant Radar.
Type: Special Power/Sensory Power
Range: 300” Duration: Persistent Cost: 15 Character Points
END: 6 Range: Self Only Radio Perception/Transmission: The character can
Energy Blast 12d6 (60 Costs END: No perceive and transmit local AM, FM, and police-
Active Points); OAF Cost: Varies (see text) band radio signals.
(wizard’s staff; -1), Ges-
tures (-¼), Incantations These Sensory Powers allow a character to Cost: 10 Character Points
(-¼), Requires A Magic sense things beyond the capacity of normal human
High Range Radio Perception (“HRRP”): The char-
Skill Roll (-½). Total Senses. Characters may buy several Enhanced
acter can perceive and transmit along the entire
cost: 20 points. Senses to reflect a wide array of sensory abilities.
broadcast spectrum, from radio to television to
The HERO System organizes senses into six
cellular telephone transmissions. Characters with
FIRE FLARE BLAST Sense Groups: Hearing; Mental; Radio; Sight;
HRRP may locate a specific frequency or channel
Smell/Taste; and Touch. All Enhanced Senses fall
Effect: EB 8d6 + Sight by making an INT Roll.
into one of these Sense Groups, though one, Detect,
Group Flash 4d6 Cost: 12 Character Points
has no set Group (it falls into whichever one you
Target: One character define it as belonging to when you buy the power). Sight Sense Group
Duration: Instant Additionally, there are Sense Modifiers which you The Sight Group senses are the ones most
Range: 200” can buy for any Sense or Sense Group. commonly used by humans and most other char-
END: 6 See page 86 for more information about Senses acters. Normal Sight is the only Targeting Sense
Energy Blast 8d6 (40 in the HERO System. humans naturally possess. In addition to Normal
Active Points) (total Sight, which every character has for free, the Sight
Hearing Sense Group
cost: 40 points) plus Group includes:
In addition to Normal Hearing, which every
Sight Group Flash 4d6
character has for free, the Hearing Group includes: Enhanced Sight: The character can see better than
(20 Active Points);
Linked (-½) (total cost: normal.
Active Sonar: A character with Active Sonar can sense
13 points). Total cost: Cost: +1 to Sight Group PER Rolls for 2
nearby objects by emitting high-frequency sound
53 points. Character Points
which bounces off those objects and returns to him.
Active Sonar cannot perceive fine detail (such as colors, Infrared Vision: The character can see heat patterns
print on paper, or fine textures). Ultrasonic Hearing or and traces, but can only perceive the outlines of
Active Sonar can detect the use of Active Sonar. people and objects (unless there is a source of infrared
Active Sonar is a Targeting Sense. It can only light available). Cold objects are perceived as “dark,”
perceive objects in front of the character. while hot objects may be blindingly “bright.”
Cost: 15 Character Points Cost: 5 Character Points
Sidekick ■ Chapter One 49

Microscopic Vision: The character can see objects in group. A character may define his Detect as belong- EXAMPLE POWERS
quantities so small Normal Sight cannot perceive ing to “no Sense Group,” but then he must buy Sense
them. Microscopic Vision allows a character to see Modifiers like Range and Targeting for it individu-
THERMOVISION
objects at 10x magnification. A character can buy it ally, making it quite expensive. GOGGLES
multiple times, increasing the magnification by 10x
Effect: Infrared Vision
for each +5 Character Points (x100 for +5 points,
x1,000 for +10 points, and so forth).
DETECT TABLE Target: Self
Cost: 5 Character Points per level of magnifi- Cost Detect Category Duration: Persistent
cation for the Sight Group 3 A single thing (an uncommon object or phe- Range: Self
nomena, one which has little or no effect on END: 0
Nightvision: The character can see in total darkness combat; examples include Necromantic Magic,
(not including the Power Darkness, but including Infrared Vision (5 Active
Denebians, or Gold).
some forms of Change Environment which obscure Points); OAF (-1). Total
5 A class of things (a common object or phe-
vision) as though it were normal daylight. cost: 2 points.
nomena, or any object or phenomena which
Cost: 5 Character Points significantly affects combat; examples include
Magic, Aliens, Metals, or Minds) DETECT MAGIC SPELL
Ultraviolet Vision: The character can see ultraviolet 10 A large class of things (very common or Effect: Detect Magic
(UV) light. He perceives as well at night as he can abstract objects or phenomena; examples
during the day, provided there is a source of UV Target: Self
include Life Energy, Physical Objects, or
light such as the moon or stars. Enemies) Duration: Persistent
Cost: 5 Character Points +5 Each extra thing or class of things Range: Self
X-Ray Vision: The character can make normal PER END: 0
Rolls through materials which block ordinary Sense Modifiers Detect Magic (INT Roll
sight (such as walls). However, he cannot perceive Characters can apply Sense Modifiers to any +3) (Sight Group), Dis-
through Force Fields, lead, or gold. Sense or Sense Group, as appropriate. criminatory (13 Active
Cost: 10 Character Points Points); OAF (wizard’s
Enhanced Perception: The character has better per- staff; -1). Total cost: 6
Smell/Taste Sense Group ception than normal. points.
In addition to Normal Smell and Normal Taste, Cost: +1 to PER Roll for all Sense Groups for 3
which every character has for free, the Smell/Taste Character Points
Group includes: Discriminatory: Discriminatory allows a Sense to
Tracking Smell: The character can use his sense of perceive a greater range of information about an
smell to identify and track a person or object if the object or phenomena. A Sense with Discriminatory
character makes a PER Roll. Modifiers for time and can identify, distinguish, and analyze an object if the
circumstances can affect the PER Roll tremendously. character makes a PER Roll. Normal humans have
Cost: 10 Character Points this Sense Modifier for Normal Sight and Normal
Hearing automatically, but not for other Senses.
Touch Group Cost: 5 Character Points for a single Sense; 10
The Touch Group includes Normal Touch. No Character Points for an entire Sense Group.
Enhanced Senses belong to it, but characters can
buy Sense Modifiers for Normal Touch if they wish. Increased Arc Of Perception: Most Senses function
in a 120-degree arc in front of the user. This Sense
Detect Modifier allows them to function in a 360-degree
Detect allows the character to perceive what- arc. A Sense with 360-Degree Perception operates
ever he defines as its subject — Detect Gold, Detect all around the character, making it much more dif-
Minds, Detect Aliens, whatever he can think of and ficult to surprise him.
the GM allows. The basic cost of a Detect depends Cost: 5 Character Points for a single Sense; 10
upon how broad a category of things the Power can Character Points for a single Sense Group; 25 Char-
detect (see accompanying table). acter Points for all of the character’s Sense Groups
A basic Detect requires a Half Phase to use and at once.
has no Range. The PER Roll with the Detect can be
increased by +1 for every +1 Character Point. Char- Range: A nonranged Sense (such as Touch or
acters may apply Sense Modifiers like Sense or Dis- Detect) with this Sense Modifier can perceive at
criminatory to make a Detect better or easier to use. Range in a 120-degree arc with the usual Range
If the character makes a PER Roll, a Detect Modifier (just like, for example, Normal Sight).
provides two basic types of information. The first is Cost: 5 Character Points for a single Sense; 10
that the object or phenomenon exists, or does not Character Points for a single Sense Group.
exist, at the character’s current location. Second, Sense: A Detect (or other Enhanced Senses, at
it tells the character what the perceived object or the GM’s option) may be turned into a Sense for 2
phenomena’s “intensity” is. Character Points. Characters can use a Sense with-
When a character buys a Detect, he must assign out a Half Phase Action; it can be set off by contact
it to one of the Sense Groups described above. It at any time.
gains all the benefits of that Sense Group (it func- Cost: 2 Character Points.
tions as a Targeting Sense if that group does, it has
the same Range as that Sense Group does), but is Targeting Sense: A Nontargeting Sense (such as
affected by Sense-Affecting Powers used versus that Normal Hearing) with this Sense Modifier can
50 ■ Character Creation Hero System 5th Edition
EXAMPLE POWERS be used as a Targeting Sense to locate targets in normally (see above), or just miss altogether. For
combat. See page 86. a +½ Advantage, Takes No Damage From Attacks,
Cost: 10 Character Points for a single Sense; a character may create an Entangle that’s nor-
GLUE GRENADE
20 Character Points for one Sense Group. mally “transparent” to damage — attacks against
Effect: Entangle 4d6, 4 the victim don’t hurt the Entangle at all, just the
DEF Telescopic: A Sense with this Sense Modifier works
victim. The only way to damage the Entangle from
Target: Explosion more accurately over longer distances than an ordi-
outside it is to target it specifically at -3 OCV, as
Duration: Instant nary Sense — it provides PER Roll bonuses that
described above.
only counteract the Range Modifier (page 92).
Range: 300”
Cost: 3 Character Points for +2 PER, only EXTRADIMENSIONAL MOVEMENT
END: 6 Charges to offset the Range Modifier with a single Sense
Entangle 4d6, 4 DEF, Type: Movement Power
Group.
Explosion (+½) (60 Duration: Instant
Active Points); OAF ENTANGLE Range: Self Only
(-1), Range Based On Costs END: Yes
Type: Standard Power/Attack Power
STR (-¼), 6 Charges Cost: See Extra-Dimensional Movement Table
(-¾). Total cost: 20 Duration: Instant
Range: 5” x Active Points A character with this Movement Power can
points.
Costs END: Yes travel from one dimension to another, or travel
Cost: 10 Character Points for every 1d6 BODY, through time. Some examples of Extra-Dimensional
SPELL OF PARALYSIS Movement include wizards who can open gates to
1 DEF of Entangle
Effect: Entangle 4d6, 4 other planes, starships capable of breaching dimen-
DEF A character with Entangle can restrain, immo-
sional barriers, and time travel machines. The cost
bilize, or paralyze another character. Some exam-
Target: One character of Extra-Dimensional Movement depends on how
ples of Entangles include ice bonds, handcuffs, glue
Duration: Instant many different dimensions a character can travel
bombs, paralytic touch, and gravity manipulation.
Range: 300” to, as indicated on the accompanying table. Using
To use Entangle, a character must make an
Extra-Dimensional Movement takes a Full Phase.
END: 6 Attack Roll. If successful, he rolls his Entangle dice
Entangle 4d6, 4 DEF, and counts the Normal Damage BODY (page 97).
Takes No Damage From The BODY of the Entangle is the BODY rolled; EXTRA-DIMENSIONAL
Attacks (+½) (60 Active the Entangle has 1 DEF (PD and ED, Resistant) for
Points); OAF (wizard’s each 1d6 of Entangle. When a character is Entan- MOVEMENT TABLE
staff; -1), Gestures gled, his arms and legs are restrained, giving him a
(-¼), Incantations (-¼), Cost Effect
DCV of 0. An Entangle completely immobilizes a 20 Travel to a single location in a single dimension
Requires A Magic Skill character, making it impossible for him to move.
Roll (-½). Total cost: 20 25 Travel to any location in a single dimension
To escape an Entangle, an Entangled character 30 Travel to any location in a related group of
points.
must either do sufficient BODY damage to exceed dimensions
the Entangle’s DEF and destroy its BODY, use a 40 Travel to any location in any dimension
ASTRAL PORTAL Power which allows him to overcome the Entangle’s
Time Travel
Effect: Extra-Dimen- effects (such as Desolidification or Teleportation), 40 Travel to a single point in time (past or future)
sional Movement (to the or find some other appropriate method of escape
Astral Plane) 50 Travel to a related group of points in time (e.g.,
based on the special effect of the Entangle (like any date in the past)
Target: Self using Contortionist). No Attack Roll is necessary 60 Travel to any point in time
Duration: Instant for an Entangled character to hit or do damage to
Weight Carried
Range: Self the Entangle restraining him. When the Entangle’s
+0 Character himself, plus clothing, personal
BODY is reduced to 0, he is free. equipment, and Foci (100 kg)
END: 3
Characters with abilities that cause BODY +5 x2 weight (200 kg)
Extra-Dimensional damage and are innate or bought through Inacces-
Movement (one loca- +10 x4 weight (400 kg)
sible Foci can use those powers to try to break free. ...and so on (+5 points per x2 weight)
tion in the Astral Plane),
Increased Weight (800 Characters with abilities bought through Accessible
kg) (35 Active Points). Foci normally cannot use those powers to break
free from an Entangle. EXTRA LIMBS
Total cost: 35 points.
If an Entangled character is attacked, the Type: Special Power/Body-Affecting Power
Entangle takes damage from the attack first. After Duration: Persistent
the attack does damage equal to the Entangle’s Range: Self Only
DEF+BODY, the Entangle is destroyed and the Costs END: Yes
Entangled character takes the remaining damage (if Cost: 5 Character Points to have any number of
any) normally. Attacks which do not cause BODY Extra Limbs
damage (such as most NNDs or Drains) are not A character with Extra Limbs has one or more
affected by an Entangle in this way; the damage usable extra limbs. Some examples of Extra Limbs
injures the Entangled character directly. include a prehensile tail, extra arms, or a group of
Characters other than the Entangled character tentacles. For 5 Character Points, the character can
can try to attack and damage the Entangle without have as many Extra Limbs as he wants, be it 1 or
hurting the person trapped inside it. They must 100. Extra Limbs provide no OCV bonus, and don’t
make their Attack Roll at a -3 OCV penalty. If they allow a character to make any extra attacks, but
succeed, they damage the Entangle but not the characters can use them to perform maneuvers not
victim; if they fail, they may attack the Entangle possible to bipedal humans (like holding someone
Sidekick ■ Chapter One 51

with two hands and then punching him, or hanging the attack) which the target’s Sense Group is dis- EXAMPLE POWERS
from the ceiling by a tail). abled. A Flashed character who cannot perceive his
opponent(s) with a Targeting Sense suffers penal-
FASTERTHANLIGHT FTL TRAVEL LIGHT BLAST
ties to his DCV and OCV (see page 86).
Effect: Sight Group Flash
Type: Movement Power
FLASH DEFENSE 10d6
Duration: Constant
Range: Self Only Type: Special Power/Defense Power Target: One character
Costs END: No Duration: Persistent Duration: Instant
Cost: See FTL Table Range: Self Only Range: 250”
A character with FTL Travel can travel as fast Costs END: No END: 5
as, or faster than, light when in space (but never Cost: 1 Character Point for every 1 point of Flash Sight Group Flash 10d6
in an atmosphere). Some examples of FTL Travel Defense to protect a single Sense Group (50 Active Points). Total
include a starship’s hyperdrive or a character who A character with Flash Defense suffers less cost: 50 points.
can transform himself into pure light. effect from Flashes. Examples include sunglasses or
earplugs. Each point of Flash Defense reduces the WIZARD’S FLIGHT SPELL
FTL TABLE length of a Flash attack by 1 Segment. The character
must choose which Sense Group his Flash Defense
Effect: Flight 12”
Target: Self
Points Velocity Approximation protects when he buys the Power, and cannot
10 1 Light Year/year The speed of light change it thereafter. Duration: Constant
12 2 Light Years/year Range: Self
14 4 Light Years/year 1 LY/season FLIGHT END: 3
16 8 Light Years/year Type: Movement Power Flight 12”, x4 Noncom-
18 16 Light Years/year 1 LY/month Duration: Constant bat (29 Active Points);
20 32 Light Years/year Range: Self Only OAF Expendable
22 64 Light Years/year 1 LY/week Costs END: Yes (feather from a griffin’s
24 128 Light Years/year Cost: 2 Character Points for every 1” of Flight wing; -1¼), Gestures
26 250 Light Years/year (-¼), Incantations (-¼),
A character with Flight can fly through the air. Requires A Magic Skill
28 500 Light Years/year 1 LY/day
Some examples of Flight include wings, jetpacks, Roll (-½). Total cost: 9
30 1,000 Light Years/year
boot rockets, and planes. With Flight, the character points.
32 2,000 Light Years/year
can move, hover in place, gain altitude, and so forth.
34 4,000 Light Years/year
36 8,000 Light Years/year 1 LY/hour WINGS
FORCE FIELD
...and so forth Effect: Flight 10”
Type: Standard Power/Defense Power
Target: Self
Duration: Constant
FLASH Duration: Constant
Range: Self Only
Type: Standard Power/Attack Power/Sense- Costs END: Yes Range: Self
Affecting Power Cost: 1 Character Point for every 1 point of END: 2
Duration: Instant Resistant Defense Flight 10” (20 Active
Range: 5” x Active Points Points); Restrainable
Costs END: Yes This power allows a character to create a field
around himself which provides Resistant Defense (character cannot use
Cost: See Flash Table Flight if Grabbed or
against damage. Some examples of Force Fields
A character with Flash can temporarily dis- Entangled; -½). Total
include a starship’s defensive energy shields, a
able or “blind” one of an opponent’s Sense Groups cost: 13 points.
superhero’s personal force screen, or a spell of pro-
— typically his Sight Group. The character must tection against fire.
choose this Sense Group when he buys Flash, and A Force Field can provide Resistant PD, Resis- PROTECTION FROM FIRE
cannot change it thereafter. The cost of the power tant ED, or both. The character must define how Effect: Force Field (20 ED)
depends on whether the Sense Group the Flash the points of defense are allocated when he buys Target: Self
affects is a Targeting or Nontargeting Sense Group. the power, and cannot change it thereafter. For Duration: Constant
Some examples of Flash include blinding bursts of example, a character who spent 20 Character Points
light, deafening shrieks of sound, pepper spray, or Range: Self
on Force Field could buy a 10 PD/10 ED Force
poking someone in the eyes. Field, or an 8 PD/12 ED Force Field, or a 15 PD/5 END: 2
To use Flash, a character must make an Attack ED Force Field — but once he defines the points Force Field (20 ED) (20
Roll. If successful, he rolls the Flash dice and counts of defense, he cannot change them. A Force Field Active Points); Only
the Normal Damage BODY (page 97). The total only protects the character with the Power and his Works Against Fire (-½).
number of BODY rolled, minus the target’s Flash Total cost: 13 points.
Foci (if any), not anyone else or any other objects
Defense (if any), is the number of Segments (begin- he carries.
ning in the Segment in which the character uses

FLASH TABLE
Sense Group Cost per 1d6
Targeting (Sight) 5 Character Points
Nontargeting (all others) 3 Character Points
52 ■ Character Creation Hero System 5th Edition
FORCE WALL FORCE WALL it again by re-activating the power (a Zero-Phase
EXAMPLE Type: Standard Power/Defense Power Action).
Duration: Constant A Force Wall acts like a real wall — attacks won’t
Arkelos has ED 6 and Range: 5” x Active Points penetrate in either direction until the attack’s BODY
is protected by a Force Costs END: Yes
Wall (10 PD/10 ED). damage exceeds the Force Wall’s appropriate defense.
Cost: 5 Character Points for every 2 points of This means a character can’t effectively shoot through
A fire elemental hurls
Resistant Defense; +1” width or height his own Force Wall with attacks that do BODY
a blast of flame (an
Energy attack) at him for every 2 Character Points damage unless he wants to break the Wall. Alternately,
which does 37 STUN, A character with Force Wall can create a “wall” the GM can allow the character to buy an attack with
9 BODY. The Force that provides Resistant Defense. Some examples of the Advantage Indirect (+¼) so that it bypasses the
Wall provides 10 ED Force Walls include protective screens of energy, force Force Wall.
protection, and the domes, or walls of enchanted fire. Force Walls are usually immobile: once set up
elemental’s attack does they stay in place. However, a character can make
Unlike a Force Field, which only protects the
only 9 BODY damage.
character, a Force Wall can protect multiple characters himself the “center” of his Force Wall; the Force Wall
Since the damage is less
than the defense, none at once — it depends on how big the Wall is, where it’s then moves with him as he moves. Moving Force
of the STUN or BODY located, and so forth. A character can create a Force Walls have 0 STR — characters cannot use them to
damage gets through Wall at Range, making it a useful tool for protecting push people aside or perform Move Throughs.
— Arkelos is completely his friends, sealing off an open door, and the like. (this
unharmed. requires an Attack Action and an Attack Roll against GLIDING
the DCV 3 of the target hex). Type: Movement Power
Suppose the attack did A Force Wall can provide Resistant PD, Resistant Duration: Constant
37 STUN, 11 BODY ED, or both. The character must define how the points Range: Self Only
instead. Since the BODY of defense are allocated when he buys the power, and Costs END: No
damage is greater than cannot change it thereafter. For example, a character Cost: 1 Character Point for every 1” Gliding
the Force Wall’s ED, the
who spent 40 Character Points on Force Wall could A character with Gliding can glide through the
attack breaks through
the Force Wall. Arkelos buy an 8 PD/8 ED Force Wall, or a 4 PD/12 ED Force air. Some examples of Gliding include hanggliders,
takes (37-(10+6)) 21 Wall, or a 10 PD/6 ED Force Wall — but once he a superhero’s glider-cape, or a spell which makes a
STUN and (11-(10+6)) defines the points of defense, he cannot change them. character lighter than air.
0 BODY damage. His A standard Force Wall is 1” (three hex sides) From the ground, a character starts Gliding
Force Wall has now long and 1” high. A character can make his Force Wall with a velocity and altitude equal to his upward
collapsed and won’t larger or taller by spending more Character Points on leap in inches. Gaining altitude is up to the GM;
provide him with any it. If the Force Wall is long enough for the character
more protection until he doing it slowly by using thermal updrafts is
to join its ends, the top and bottom are considered usually easy. While in the air, a character must
re-creates it. covered as well. drop 1” per Phase to maintain his forward Glid-
Attacks treat Force Walls like real walls which ing velocity (and may, at the GM’s option, have
have 0 BODY (see Breaking Things, page 107). An to make a DEX Roll to go precisely where he
EXAMPLE POWERS attack (whether from the inside or the outside) must wants). Gliding does not use normal acceleration
penetrate the Force Wall to continue to its target. rules; instead, acceleration is +1” velocity per 1”
ENERGY BARRIER Compare the BODY damage rolled by the attack to of altitude lost.
BRACERS the appropriate defense of the Force Wall:
Effect: Force Wall (10 GROWTH
■ If the BODY of the attack is equal to or less than
PD/10 ED)
the Force Wall’s appropriate defense, the attack Type: Size Power/Body-Affecting Power
Target: Varies Duration: Constant
doesn’t break through the Force Wall and no
Duration: Constant STUN or BODY gets through at all. Range: Self Only
Range: 300” ■
Costs END: Yes
If the BODY of the attack is greater than the
END: 6 Cost: See Growth Table
Force Wall’s appropriate defense, it breaks down
Force Wall (10 PD/10 the Wall; subtract the Wall’s appropriate defense A character with this Size Power can increase
ED, up to 5” long and 2” from the BODY and STUN of the attack and his size, making himself taller, heavier, stronger,
tall) (60 Active Points); apply the remaining damage to the target nor- and tougher. The accompanying table describes
OIF (-½). Total cost: 40 mally. The Force Wall collapses and no longer the effects of Growth. A character using Growth
points. may have trouble fitting into cars or buildings.
provides any defense, but the character can create

GLIDER CAPE
Effect: Gliding 8” GROWTH TABLE
Target: Self
Points Of Height BODY PER Rolls Additional
Duration: Constant Growth (hexes) Width (hexes) Mass (KG) & STUN DCV Against Reach STR KB
Range: Self 0 2m (1”) up to 1m (½”) up to 100 +0 -0 +0 +0 +0 -0
END: 0 15 4m (2”) 2m (1”) 800 +3 -2 +2 +1” +15 -3
30 8m (4”) 4m (2”) 6,400 +6 -4 +4 +2” +30 -6
Gliding 8” (8 Active 45 16m (8”) 8m (4”) 50,000 +9 -6 +6 +4” +45 -9
Points); OAF (-1). Total 60 32m (16”) 16m (8”) 400,000 +12 -8 +8 +8” +60 -12
cost: 4 points 75 64m (32”) 32m (16”) 3,200,000 +15 -10 +10 +16” +75 -15
...and so on
Sidekick ■ Chapter One 53

HANDTOHAND ATTACK
Type: Standard Power/Attack Power
Duration: Instant
Range: No Range
Costs END: Yes
Cost: Every +1d6 Hand-To-Hand Combat
damage costs 5 Active Points with a
mandatory -½ Limitation
A character with Hand-To-Hand Attack (HA)
does increased damage in HTH combat. Some
examples of HA include clubs, especially powerful
(or mystically enhanced) punches, or energized
gauntlets which improve a character’s punch.
Each die of HA adds directly to a character’s
dice of Normal Damage from his STR (see page
16). To buy an HA, a character spends 5 Active
Points per 1d6, and applies any Advantages to
derive an Active Point total. He then applies a
mandatory -½ Limitation, Hand-To-Hand Attack
(plus any other Limitations taken for the Power) to
derive a Real Cost. This Limitation signifies that the
HA damage only works if it adds to a character’s
damage dice based on STR. It cannot function on
its own, does not add to any other attacks, and does
not add to a character’s STR in any other way.

HEALING
Type: Adjustment Power
Duration: Instant
Range: No Range
Costs END: Yes
Cost: 10 Character Points for every 1d6 Healing
A character with Healing can heal the injuries
suffered by himself or another character. Examples
of Healing include a wizard’s spell which heals
damage from sword-blows or a werewolf ’s ability to
regenerate damage.
To use Healing, roll the dice and count the STUN
and BODY rolled. The character to whom Healing
was applied regains that much BODY and STUN.
However, Healing can only restore BODY and STUN
lost to an injury; it can’t give a character “extra” STUN
or BODY beyond that, no matter how high the roll is.
Healing can only be applied to a given injury
or wound once per day. If a second character tries to
apply Healing to the same wound, he must exceed
the amount rolled by the first application to have any
effect, and the second application of Healing only
affects the subject to the extent it exceeds the first use
(see the example in the sidebar on page 54).
Regeneration: Some characters or creatures, such as
vampires and werewolves, have the ability to rapidly
heal any injuries done to them — a power known as
Regeneration. To buy Regeneration, a character buys
dice of Healing with the Advantages Reduced Endur-
ance (0 END; +½) and Persistent (+½), and the Limi-
tations Self Only (-½) and Extra Time (1 Turn; -1¼).
This means every time the character takes a Post-Seg-
ment 12 Recovery (page 100), he also automatically
heals 1 BODY of damage done to him per die of
Healing purchased (thus, Regeneration with Healing
3d6 automatically heals 3 BODY per Turn). He does
not heal any STUN damage. However, Regeneration
54 ■ Character Creation Hero System 5th Edition
HEALING EXAMPLE works again and again, every Post-Segment 12; it INVISIBILITY
doesn’t have to wait a day to apply again to the same Type: Standard Power/Sense-Affecting Power
Hemdring suffers a wound. Duration: Constant
wound in combat that Range: Self Only
does 21 STUN, 7 BODY. IMAGES
Costs END: Yes
Friar Hengist uses his Type: Standard Power/Attack Power/Sense- Cost: See Invisibility Table
Spell Of Curing (Healing Affecting Power
4d6) to heal the injury. A character with Invisibility can become invis-
Duration: Constant
He rolls 15 STUN, 4 ible to one Sense Group (usually the Sight Sense
BODY on his Healing Range: 5” x Active Points
Group). Some examples of Invisilibity include a
dice, so now Hemdring Costs END: Yes
“stealth plane” that’s Invisible to radar or a magic
is only down 6 STUN, Cost: See Images Table
ring that lets the wearer fade from sight.
3 BODY. Father Geof- A character with Images can create images An Invisible character has a “fringe” around
frey decides to apply his which other characters can perceive with the
own Spell Of Curing to himself. Others may perceive the fringe with a
appropriate Sense Group (usually the Sight Sense normal PER Roll at a range of 1” or less. The charac-
Hemdring’s wound. He
rolls 17 STUN, 5 BODY. Group). Some examples of Images include holo- ter can pay +10 Character Points to have no fringe.
His Healing only helps grams and spells of illusion. When a character pur- In combat, Invisibility often makes the char-
Hemdring to the extent chases Images, he pays for three things: the Sense acter harder to hit, and can make it much easier
that it exceeds the first Group the Images can affect; the size of the Images for him to obtain bonuses for Surprise attacks
Healing — 2 STUN, 1 (how large they can be); and, if desired, penalties to (see pages 86, 93). However, Invisibility does not
BODY. So, Hemdring still onlookers’ PER Rolls (making it harder to discover automatically make a character’s attacks or other
has a total of 4 STUN, 2 the Images aren’t real). Powers Invisible as well (that requires the Advan-
BODY damage. In a day, To project an Image, the character decides tage Invisible Power Effects; see page 64).
both Friar Hengist and what Image to produce, where to produce it, and
Father Geoffrey can try
what actions (if any) the Image performs. He makes
their Healing spells on
Hemdring’s wound again. an Attack Roll (against DCV 3) to place the center INVISIBILITY
of the Image in the target hex. If he succeeds, all
characters with Line Of Sight notice the Image and
SUMMARY TABLE
EXPANDING IMAGES may make a PER Roll (with the modifiers listed on Sense Group Cost
the Images Table and Perception Modifiers Table). Targeting (Sight) 20 Character Points
Sometimes a character The more complex the Image, the easier it is to rec- Nontargeting (all others) 10 Character Points
may want to create an ognize as a fake. Modifiers Cost
Image that affects more If an observer misses his modified PER Roll, No Fringe +10 Character Points
than one Sense Group he believes the Image is real. If an observer makes
— for example, an “Illu- his modified PER Roll, he perceives the Image but
KILLING ATTACK  HANDTOHAND
sion Spell” that creates knows it’s not real.
an Image other people Images cannot cause any physical effects, Type: Standard Power/Attack Power
can both see and hear. are intangible (unless they affect the Touch Sense Duration: Instant
At the GM’s option, a Group), and can never cause damage or hold Range: No Range
character who buys Sight Costs END: Yes
objects off the ground.
Group Images can add Cost: 15 Character Points for every 1d6 Killing
other Sense Groups for
a cost of +5 Character IMAGES SUMMARY TABLE Attack
Points each. In this case, A character with Hand-To-Hand Killing Attack
Sense Group Cost To Fill One Hex
any purchased PER Roll (HKA) can make an attack in HTH Combat which
Targeting (Sight) 10 Character Points
modifiers apply to all causes Killing Damage (see page 97). Some exam-
Sense Groups the Image Nontargeting (all others) 5 Character Points
ples of HKA include claws, knives, and laser swords.
affects. For example: Extra Radius Cost per +1” Radius To use HKA, a character states his target and
ILLUSIONARY DUPLICATE Any type of Sense +¼ Advantage
makes an Attack Roll. If he succeeds, he rolls his
SPELL Decreased PER Roll Cost dice to determine the damage done (see page 97).
Effect: Images -1 to target’s PER Rolls 3 Character Points He gets +1d6 to his HKA for every 15 points of
Target: 1” radius STR used with it, to a maximum of double the
Duration: Constant PERCEPTION number of dice he bought. For example, a character
who buys HKA 2d6 could increase it to as much
Range: 150”
END: 3
MODIFIERS TABLE as HKA 4d6 with STR (if he had 30 STR or more),
but could not increase it to more than HKA 4d6 no
Sight and Hearing Group PER Roll
matter how much STR he has.
Images, -5 to PER Rolls Bonus Image
(30 Active Points); OAF +0 Very Simple Image: an unmoving object; a
Expendable (handheld single odor or musical note
mirror; -1¼), Gestures +2 Simple Image: a ball rolling, a simple
(-¼), Incantations (-¼), melody
Requires A Magic Skill +4 Complex Image: a man walking, a conver-
Roll (-½), Set Effect (can sation, the smells of a hamburger
only create an illusionary +6 Multiple Complex Images: a football team
duplicate of the caster; in action, an orchestral symphony, the smells
-1). Total cost: 7 points. of Thanksgiving dinner
Sidekick ■ Chapter One 55

KILLING ATTACK  RANGED Purchased inches of Leaping add to a charac- EXAMPLE POWERS
Type: Standard Power/Attack Power ter’s base inches of leaping from STR (1” forward
Duration: Instant for every 5 STR [and half distance upward]; see STEALTH SUIT
Range: 5” x Active Points page 17). In combat, leaps are identical to Flight,
Effect: Invisibility (Sight)
Costs END: Yes except the character must indicate the target hex
for his leap when he begins his leap, and he cannot Target: Self
Cost: 15 Character Points for every 1d6 Killing
Attack change direction in mid-leap. Duration: Constant
Range: Self
A character with Ranged Killing Attack (RKA) LIFE SUPPORT
can make an attack in Ranged Combat which END: 0
Type: Standard Power Invisibility to Sight
causes Killing Damage (see page 97). Some exam-
Duration: Persistent Group, Reduced Endur-
ples of RKA include bullets, arrows, lasers, and
Range: Self Only ance (0 END; +½) (30
throwing knives.
Costs END: No Active Points); IIF (-¼).
To use RKA, a character states his target and
Cost: See Life Support Table Total cost: 24 points.
makes an Attack Roll. If he succeeds, he rolls his
dice to determine the damage done (see page 97). A character with Life Support can operate in
unfriendly or deadly environments without harm, QUESTIONITE CLAWS
KNOCKBACK RESISTANCE and/or needs reduced resources to maintain his Effect: HKA 2d6, AP
Type: Special Power/Defense Power health and life. Examples of Life Support include Target: One character
Cost: Persistent gas masks, SCUBA gear, elixirs of eternal youth,
Duration: Instant
Range: Self Only and taking tiny doses of a poison to build up an
immunity to its effects. The Life Support Table Range: No Range
Costs END: No
shows the Character Point cost for various types of END: 0
Cost: 2 Character Points for every -1” of
Knockback Life Support. HKA 2d6 (up to 4d6
A character with a Safe Environment Life Sup- with STR), Armor
A character with Knockback Resistance reduces port does not take damage from that type of envi- Piercing (+½), Reduced
the Knockback he takes from attacks. Each -1” of ronmental condition, or from a Change Environ- Endurance (0 END;
Knockback Resistance costs 2 Character Points, and ment which creates that condition. However, he still +½) (60 Active Points);
reduces both the inches traveled and the amount of OIF (-½). Total cost: 40
takes damage from attacks with that special effect,
damage done by Knockback (see page 99). points.
due to the sudden system shock.
LEAPING LUCK LASER PISTOL
Type: Movement Power Type: Special Power Effect: RKA 2d6, AP
Duration: Constant Duration: Persistent Target: One character
Range: Self Only Range: Self Only Duration: Instant
Costs END: Yes Costs END: No
Cost: 1 Character Points for every +1” Leap Range: 225”
Cost: 5 Character Points for every 1d6 of Luck
END: 12 Charges
A character with Leaping can leap great dis- This Power represents a quality of fate which
tances. Examples of Leaping include characters RKA 2d6, Armor Pierc-
helps events turn out in a character’s favor. The GM ing (+½) (45 Active
with super-strong leg muscles, a martial artist’s indicates when a character with Luck should make Points); OAF (-1), Does
phenomenal leaping ability, or spring-boots. a Luck Roll. Each “6” rolled on the Luck dice counts No Knockback (-¼), 12
Charges (-¼). Total cost:
18 points.
LIFE SUPPORT TABLE
Cost Effect GAS MASK
5 Breathe Underwater: The character can breathe normally underwater. Effect: Life Support
10 Self-Contained Breathing: The character’s breathing is self-contained (he doesn’t need to breathe at all). (Self-Contained Breath-
3 Diminished Eating: The character does not have to eat or drink. ing)
3 Diminished Sleep: The character does not have to sleep. Target: Self
1-2 Safe Environment: The character is safe in the following environments:
Duration: Persistent
Cost Environment
Range: Self
2 Character is safe in Low Pressure/Vacuum
1 Character is safe in High Pressure END: 0
2 Character is safe in High Radiation Life Support (Self-Con-
2 Character is safe in Intense Cold tained Breathing) (10
2 Character is safe in Intense Heat Active Points); OAF
(-1). Total cost: 5 points.
1-5 Longevity: All characters have a base lifespan of 100 years. For every point of Longevity, double that lifespan
(200 years, 400 years, and so on). For 5 points, a character is Immortal.
3, 10 Immunity: The character is immune to the effects of a particular drug, poison, disease, or similar substance.
For 3 points, he’s immune to any one poison, venom, gas, biowarfare agent, or the like. For 10 points, he’s
immune to all substances in one of the following categories: terrestrial diseases and biowarfare agents;
terrestrial poisons and chemical warfare agents.
A character can buy whichever forms of Life Support he wants; he does not have to purchase some as a condition for
purchasing others.
56 ■ Character Creation Hero System 5th Edition
EXAMPLE POWERS as 1 point of Luck. The GM then decides what (if The target of a Mental Illusion receives a
any) lucky event happens to a character. The more chance to make another Breakout Roll (with a
points of Luck the character rolled, the luckier he bonus to the roll) if the illusion performs in a way
PSI-SHIELD HELMET
should be. One point of Luck means something which does not meet his expectations (for example,
Effect: Mental Defense minor but helpful (like finding a previously-over- if an illusory loved one does not recognize him). At
(10 points + EGO/5)
looked clue); three or more points of Luck could the GM’s discretion, he receives additional bonuses
Target: Self lead to incredible coincidences and nigh-miracu- to his roll if other persons try to “snap him out of it.”
Duration: Persistent lous defiance of probability.
Range: Self
END: 0
MENTAL DEFENSE MENTAL ILLUSIONS
Mental Defense (10 Type: Special Power/Defense Power EFFECTS TABLE
points plus wearer’s Duration: Persistent
EGO/5) (10 Active Range: Self Only Total rolled on
Points); OIF (-½). Total Costs END: No dice minus
cost: 7 points. Cost: 1 Character Point for every 1 point of Mental DEF is: Effect
Mental Defense (the character may also Greater than EGO Cosmetic changes to setting
add a number of points equal to his EGO + 10 Major changes to setting
MINDSCAPES EGO + 20 Completely alters setting
EGO/5 to those purchased)
Effect: Mental Illusions EGO + 30 Character no longer interacts
12d6 A character with Mental Defense is resistant with real environment
Target: One character to mental attacks — he can withstand some of the Modifiers (can be applied at any level)
Duration: Instant effects of Mental Powers (such as Ego Attack, Mind -10 Illusion matches target’s
Control, or many Powers bought Based On ECV). Psychological Limitations
Range: Line Of Sight +10 Illusion contradicts target’s
Some examples of Mental Defense include psionic
END: 0 shields or extremely strong willpower. Psychological Limitations
Mental Illusions 12d6, Each point of Mental Defense is subtracted
Reduced Endurance (0 from the total rolled on the Effect Roll for Mental MIND CONTROL
END; +½) (90 Active Powers before those Powers are applied to the
Points). Total cost: 90 Type: Mental Power/Attack Power
character. Duration: Instant
points.
Range: Line Of Sight
MENTAL ILLUSIONS
Costs END: Yes
CUPID’S DART Type: Mental Power/Attack Power Cost: 5 Character Points for every 1d6 Mind
Effect: Mind Control 12d6 Duration: Instant Control
Target: One character Range: Line Of Sight
A character with this Mental Power can take
Duration: Instant Costs END: Yes
control of another character’s mind, and thus of his
Cost: 5 Character Points for every 1d6 Mental
Range: Line Of Sight actions. Examples of Mind Control include psionic
Illusions
END: 6 domination powers, some forms of brainwashing,
A character with this Mental Power can proj- and hypnosis.
Mind Control 12d6 (60
Active Points); OAF ect illusions directly into an opponent’s mind. Some To use Mind Control, the character makes an
(-1), Only To Control/ examples of Mental Illusions include psionic illu- ECV Attack Roll. If successful, he gives the target an
Inflict Love (-1). Total sion powers and hallucination-inducing drugs. order (the character must have some way to com-
cost: 20 points. To use Mental Illusions, the character makes municate the order to his target, such as his voice
an ECV Attack Roll. If successful, he defines the or Telepathy; otherwise, he cannot establish Mind
CHARM OTHERS SPELL illusion he wants the target to perceive, and the Control). The GM determines what level of effect the
GM determines what level of effect he needs on the character needs on the Mind Control Effects Table
Effect: Mind Control 10d6
Mental Illusions Effects Table to create that illusion. to establish that control, based on how agreeable the
Target: One character The character then makes a standard Effect Roll target is to the command. The character then makes
Duration: Instant (page 39), subtracts the target’s Mental Defense (if a standard Effect Roll (page 39), subtracts the target’s
Range: Line Of Sight any), and compares the result to the Mental Illu- Mental Defense (if any), and compares the result to
END: 5 sions Effects Table. If the Effect Roll is not sufficient the Mind Control Effects Table. If the Effect Roll is
to reach the desired level, the attack has no effect, insufficient to reach the desired level, the attack has
Mind Control 10d6 (50
Active Points); OAF but it does alert the target. If the Effect Roll is high no effect, but it does alert the target. If the Effect Roll
(wizard’s staff; -1), Ges- enough to achieve the desired effect, the illusion is sufficient to achieve the desired effect, the char-
tures (-¼), Incantations is established in the target’s mind; the target won’t acter establishes control over the target’s mind; the
(-¼), Requires A Magic know he’s experiencing an illusion until he suc- target will not be aware that he’s experiencing Mind
Skill Roll (-½). Total ceeds with a Breakout Roll. Control until he succeeds with a Breakout Roll.
cost: 17 points. On the target’s first Phase after a Mental Illu- On the target’s first Phase after Mind Control
sion is established, he may attempt to see through is established, he may attempt to break free from
or “disbelieve” the illusion by making a Breakout the control by making a Breakout Roll (page 40).
Roll (page 40). The target remains under the influ- He remains under the influence of the control (at
ence of the illusion (at the given level) until he the given level) until he succeeds with a Breakout
succeeds with a Breakout Roll — but since he gets a Roll. However, since he gets a Breakout Roll on
Breakout Roll on his first Phase after being affected, his first Phase after being affected, he always gets
he always gets one attempt to shake off the Illusion’s one attempt to shake off the Mind Control’s effects
effects before he can take any actions based on it. before he can take any actions based on it.
Sidekick ■ Chapter One 57

MIND CONTROL MIND LINK TABLE EXAMPLE POWERS

EFFECTS TABLE Cost Number Of Minds BROTHERHOOD OF


5 Character can Link with a single mind, defined TARAMAK’S MENTAL
Total rolled on when he buys the power BOND
dice minus Mental 10 Character can Link with any one mind in a Effect: Mind Link (any
Defense: Effect group of minds, defined when he buys the four minds within the
Greater than EGO Target will perform actions he power (e.g., everyone in a family; everyone on Brotherhood)
is inclined to perform anyway a superteam)
EGO +10 Target will perform actions he
Target: Self
15 Character can Link with any one mind
wouldn’t mind doing Cost Number Of Minds In Link At Once
Duration: Persistent
EGO +20 Target will perform actions he +5 Character can Link with two minds at once Range: Planetary
is normally against doing +10 Character can Link with four minds at once END: 0
EGO +30 Target will perform actions he +15 Character can Link with eight minds at once
is violently opposed to doing Mind Link (any four
...and so forth (+5 points per x2 minds) minds of priests belong-
Modifiers (can be applied at any level) Cost Modifiers
-5 Order is worded in an excep- ing to the Brotherhood
+0 Mind Link has a planetary range of Taramak), No LOS
tionally convincing manner +5 Mind Link has unlimited range in this
+5 Order is poorly conceived or Required (30 Active
dimension Points). Total cost: 30
contradictory +10 Mind Link can reach into other dimensions
-10 Order matches target’s points.
+10 Character can establish Mind Link without
Psychological Limitations Line Of Sight (planetary range)
+10 Order contradicts target’s MINDSEEKING
Psychological Limitations Effect: Mind Scan 12d6
MIND SCAN
+10 Target will not remember
actions Type: Mental Power/Sensory Power Target: One character
+20 Target will remember actions Duration: Constant Duration: Constant
and think they were natural Range: Planetary (can be used to find a mind Range: Planetary
anywhere on the same planet) END: 0
If a character is put under Mind Control at
Costs END: Yes
a given level, and the situation later changes to Mind Scan 12d6,
Cost: 5 Character Points for every 1d6 Mind Reduced Endurance (0
require a higher level of Mind Control, then he gets
Scan; +1 ECV with Mind Scan for END; +½) (90 Active
to make another Breakout Roll with a +2 bonus
+2 Character Points Points). Total cost: 90
to his EGO Roll per level of change on the table.
For example, if a character was given an EGO +10 A character with this Mental Power can men- points.
command, and the situation changed to require an tally search an area to find another mind.
EGO+30 effect, the character would receive a +4 To use Mind Scan, the character defines the
bonus to his EGO Roll.

MIND LINK
Type: Mental Power
Duration: Persistent
Range: Line Of Sight
Costs END: No
Cost: See Mind Link Table
A character with Mind Link, a variation of
Telepathy, can set up a specific link with a willing
mind for instant mental communication. The cost
of Mind Link depends on three factors: the group
of minds within which the character’s Mind Link
works; the number of minds the character can
Link to at one time; and miscellaneous modifiers
pertaining to range and related factors (see accom-
panying table).
To establish a Mind Link, the character must
have Line Of Sight to the target and must make an
ECV Attack Roll to set up the Link. The target must
be completely willing (ECV 0), otherwise the Link
fails. Once established, Mind Link does not require
Line Of Sight, and only ends when either party
wants to “hang up.” Characters can use Mental
Powers through a Mind Link; such attacks hit auto-
matically (they don’t require an ECV Attack Roll).
58 ■ Character Creation Hero System 5th Edition
EXAMPLE POWERS knows someone is searching for him with Mind Scan.
MIND SCAN Once established, a Mind Scan lock-on is a two-
WEREWOLF FORM MODIFIERS TABLE way circuit. If the character can mentally attack his
target, then his target can mentally attack him; if he
Effect: Multiform (400-
Number Of People Modifier knows where his target is, his target knows where
point wolfman form or
180-point giant wolf 1 (Freelance Game Designer) 0 he is. Two characters can carry on a long-distance
form) 10 (Small Gaming Company) -2 mental duel through Mind Scan.
100 (Theater) -4
Target: Self MULTIFORM
1,000 (Apartment Building) -6
Duration: Persistent 10,000 (Small Town) -8 Type: Standard Power/Body-Affecting Power
Range: Self 100,000 (Large Town; Super Bowl) -10 Duration: Persistent
END: 0 1,000,000 (Major Metropolis) -12 Range: Self Only
10,000,000 (State) -14
Multiform (assume 400- Costs END: No
100,000,000 (Large Country) -16
point wolfman form or 1,000,000,000 (Continent) -18
Cost: 1 Character Point for every 5 Character
180-point giant wolf Points in the most expensive form; 2x the
10,000,000,000 (Large Planet) -20
form) (85 Active Points); number of forms for +5 Character Points
...and so forth
Extra Time (1 Turn to
Nature Of Minds A character with this Standard Power can
activate; -¾), Can Only
Familiar mind +1 to +5 change his original form into one or more other
Change Forms At Night
(-1). Total cost: 31 Unfamiliar mind -1 to -5 forms, each with its own abilities, personality, and
points. Strange, unique, or powerful mind +1 or more Characteristics. Examples include a werewolf ’s
power to switch between human and lupine forms,
DRACOFORM AMULET MIND SCAN a character whose suit of armor can “reconfigure”
itself into many different types of armor; and a
Effect: Multiform (1,000-
point dragon form)
EFFECTS TABLE wizard’s ability to assume the form of any animal.
The player must choose one of the character’s
Target: Self Total rolled forms to be the “true form.” The true form can be
Duration: Persistent on dice minus any of the character’s forms, depending upon char-
Range: Self Mental DEF is: Effect acter conception. The cost for Multiform, which
Greater than EGO Mentalist can establish Mind
END: 0 only the true form pays for, is 1 Character Point for
Link or use first level of Telepathy
Multiform (assume (communication). He also knows every 5 Character Points the most expensive form
1,000-point dragon in which direction the target is is built with (including points from Disadvantages),
form) (200 Active located. +5 Character Points for every 2x the number of
Points); OIF (-½), Extra EGO +10 Mentalist can use all Mental forms of equal or lesser cost.
Time (Full Phase to acti- Powers on target, and can estimate Each form a character can change into is as
vate; -¼), 1 Charge (-2). the general distance to the target. free-willed as the original character. The player
Total cost: 53 points. EGO +20 Mentalist knows the exact location must have a complete character sheet for each form.
of the target. He can attack with all Forms may have different abilities, personalities, or
ULTIMATE DISGUISE attacks. If he wishes to attack the Disadvantages than the true form or each other, if
target with a non-Mental Power,
Effect: Shape Shift (any the player so desires. A character’s forms are built
the attack must be able to reach
humanoid form) the target.
on the same Base Points as the true form (or fewer
Target: Self Modifiers (can be applied at any level)
points, if the player so desires). Each form must
+20 Mind Scan is undetectable by target take sufficient Disadvantages to balance out its cost
Duration: Persistent
(just like building any other character).
Range: Self
area (of any size) he wishes to scan. He makes an
END: 0
Shape Shift (any human-
ECV Attack Roll versus the DECV of the target
mind. However, his OECV suffers a penalty based
SHAPE SHIFT
oid form), Imitation, on the number of minds in the search area, as indi- At the GM’s option, a character can buy a special ver-
Reduced Endurance (0 cated on the Mind Scan Modifiers Table. sion of Multiform called Shape Shift. Shape Shift allows
END; +½) (60 Active If the ECV Attack Roll fails, the character a character to change his form — the way he looks,
Points); Extra Time
cannot make contact with the target. If the roll suc- feels, sounds, smells, and so forth — but not change his
(Full Phase to activate;
ceeds, he determines the general location and pres- powers, Characteristics, or the like.
-¼). Total cost: 48
points. ence of the target. Shape Shift costs 20 Character Points for the ability to
After a successful ECV Attack Roll, the character shift shape into a single alternate form, defined when
declares the desired Mind Scan level and makes a the character purchases the power. For +10 Character
standard Effect Roll (page 39) using the Mind Scan Points, the character can shift shape into a Limited
Effects Table. If the Effect Roll is not enough to reach Group of forms, defined when the character purchases
the desired level, the Mind Scan has no effect — the the power. For +20 Character Points (a total cost of 40
target cannot be contacted mentally, and no “lock-on” points), the character can shift shape into any form. In
all cases, forms must be no more than +/-10% of the
is established, but the target knows someone is men-
character’s height and mass.
tally scanning for him. If the Effect Roll is enough to
achieve the desired effect, the character has “locked Shape Shift does not allow characters to imitate other
on” to the target with Mind Scan. The target can persons or objects unless the character pays an addi-
tional +10 Character Points.
make Breakout Rolls (page 40) in the usual manner.
Whether the Breakout Roll succeeds, the target Unlike normal Multiform, Shape Shift costs END.
Sidekick ■ Chapter One 59

Changing from one form to another requires SKILLS EXAMPLE POWERS


a Half Phase. When a character shifts forms, the Type: Special Power
STUN and BODY damage he has taken and the Duration: Constant HYPER-RUNNING
END he has used do not disappear — they carry Range: Self Only Effect: Running +24”
over to the next form. Costs END: No
Target: Self
Cost: As per the Skill
POWER DEFENSE Duration: Constant
With GM’s permission, a character can pur-
Type: Special Power/Defense Power Range: Self
chase Skills as Powers, with Power Modifiers. The
Duration: Persistent END: 2
cost is computed as if the Skill were a Power.
Range: Self Only Running +24” (30”
If a character buys a Characteristic-Based Skill
Costs END: No total), Reduced Endur-
through a Focus, then the appropriate Character-
Cost: 1 Character Point for every 1 point of ance (½ END; +¼) (60
istic is assumed to be 0. Thus an enchanted glove
Power Defense Active Points). Total
with the Skill Sleight Of Hand would have a 0 DEX,
A character with Power Defense is especially cost: 60 points.
and the base Skill Roll would be 9 + DEX/5 = 9-.
resistant to Drains, Transfers, Transforms, and
related attacks. When an attack against which STRETCHING BECOME INSECT SIZE
Power Defense applies is used on the character, he Type: Standard Power/Body-Affecting Power Effect: Shrinking
subtracts his Power Defense from the attack. Any Duration: Constant Target: Self
remaining points of effect in the attack apply nor- Range: Self Only Duration: Constant
mally to him. Costs END: Yes Range: Self
Cost: 5 Character Points for every 1” Stretching
RUNNING END: 6
A character with Stretching can stretch his Shrinking (.032 m tall
Type: Movement Power
body, make HTH attacks at Range, and reach for [about 1 inch], .0004 kg
Duration: Constant
things which are a long distance away from him. mass, -12 to PER Rolls
Range: Self Only
Some examples of Stretching include a character to perceive character,
Costs END: Yes
with an elastic body or a robot with mechanical +12 DCV, takes +18”
Cost: 2 Character Points for every +1” of
servos that let it elongate its arms. KB) (60 Active Points).
Running Total cost: 60 points.
Attacks made at Range with Stretching suffer
A character with Running can run faster than no Range Modifier — the character is always con-
normal. Each +1” of Running purchased adds to sidered to be in HTH Combat. Stretching allows a LOCKGUN
the character’s normal 6” of Running. character to reach around walls or obstacles, reach Effect: Lockpicking 14-
over or around a target to hit it from behind even
SHRINKING Target: One lock
though the character is standing in front of him,
Type: Size Power/Body-Affecting Power and so forth. Duration: Constant
Duration: Constant Stretching does not allow a character to run Range: Self
Range: Self Only faster or squeeze under doors. To simulate those END: 0
Costs END: Yes abilities, the character should buy Running and/or Lockpicking 14- (13
Cost: See Shrinking Table Desolidification with appropriate Limitations. Active Points); OAF
A character with Shrinking can decrease in (-1). Total cost: 6 points.
SUPPRESS
size, making it more difficult for other characters
to see or attack him. See the accompanying table Type: Adjustment Power/Attack Power SPELL OF DIMINISHED
for the effects (the extra Knockback only affects Duration: Constant MAGICS
distance traveled, not damage taken). Shrinking Range: 5” x Active Points Effect: Suppress Magic
does not affect a character’s STR, movement, or Costs END: Yes 5d6
other abilities; they are just as powerful when he is Cost: 5 Character Points for every 1d6 Suppress Target: One character
Shrunk as when he is normal height. A character with Suppress can partially or Duration: Constnt
wholly neutralize another character’s Powers. Some Range: 375”
SHRINKING TABLE examples of Suppress include a mystic spell that
interferes with a character’s ability to move, or a END: 7
neuro-energy field preventing the use of all mutant Suppress 5d6, all Magic
Points of PER Rolls powers and spells
Shrinking Height Mass Against DCV KB powers. The character must specify which Power
simultaneously (+2)
0 2m 100 kg 0 +0 +0 or Characteristic he can Suppress when he pur-
(75 Active Points); OAF
10 1m 12.5 kg -2 +2 +3 chases Suppress. (wizard’s staff; -1), Ges-
20 .5m 1.6 kg -4 +4 +6 To use Suppress, the character makes an Attack tures (-¼), Incantations
30 .25m .2 kg -6 +6 +9 Roll. If successful, he rolls and totals the Suppress (-¼), Requires A Magic
40 .125m .025 kg -8 +8 +12 dice, then subtracts the target’s Power Defense (if Skill Roll (-½). Total
50 .064m .0032 kg -10 +10 +15 any). The remaining total is the number of Active cost: 25 points.
60 .032m .0004 kg -12 +12 +18 Points of the target’s Power which stop working. A
Suppress remains in effect as long as the attacker
pays END. When the character stops paying END,
all points which have been Suppressed immediately
“return” to the affected character.
60 ■ Character Creation Hero System 5th Edition
EXAMPLE POWERS SWIMMING TELEPATHY
Type: Movement Power Type: Mental Power
WIND MANIPULATION Duration: Constant Duration: Instant
Effect: Telekinesis (30 Range: Self Only Range: Line Of Sight
STR) Costs END: Yes Costs END: Yes
Target: One character Cost: 1 Character Point for every +1” of Cost: 5 Character Points for every 1d6 of
Swimming Telepathy
Duration: Constant
Range: 225” A character with Swimming can swim on or A character with Telepathy can read or send
through water and other liquids. Each +1” of Swim- thoughts. Some examples of Telepathy include clas-
END: 4
ming purchased adds to the character’s normal 2” sic mind-reading abilities and some truth drugs.
Telekinesis (30 STR) of Swimming. To use Telepathy, the character makes an ECV
(45 Active Points). Total
Attack Roll. If successful, he declares the desired
cost: 45 points. SWINGING Telepathy level, makes a standard Effect Roll (page
Type: Movement Power 39), subtracts the target’s Mental Defense (if any),
PSYCHOKINESIS Duration: Constant and compares the result to the Telepathy Table. If the
Effect: Telekinesis (40 Range: Self Only Effect Roll isn’t sufficient to reach the desired level, the
STR) Costs END: Yes attack has no effect, but it does alert the target. If the
Target: One character Cost: 1 Character Point for every 1” of Effect Roll is sufficient to achieve the desired effect,
Duration: Constant Swinging mental contact has been established with the target,
Range: 350” who may make a standard Breakout Roll (page 40). If
A character with Swinging can swing great
the Breakout Roll is made, the Telepathy fails, but the
END: 7 distances from a line (assuming he has an appro-
target is aware of the attempt to read his mind. If the
Telekinesis (40 STR), priately tall structure or object to attach his swin-
Breakout Roll is not made, each Phase thereafter the
Fine Manipulation (70 gline to). The character can also move upwards by
telepath can search for one fact, or get the answer to
Active Points); Extra climbing or pulling himself up a swingline. Some
one question; the target will be aware of the fact that
Time (Full Phase; -½). examples of Swinging include jungle characters
Total cost: 47 points. his mind is being read with Telepathy.
who cross the jungle by swinging from vines and
Telepathy cannot be used to alter or remove
arachnid-based superheroes who create their own
another character’s memories or Psychological
MIND-READING “webs” to swing from.
Limitations. Doing that requires Mind Control (for
Effect: Telepathy 8d6 short-term effects) or Transform (for long-term or
TELEKINESIS
Target: One character permanent effects).
Type: Standard Power/Attack Power
Duration: Instant Duration: Constant
Range: Line Of Sight Range: 5” x Active Points TELEPATHY TABLE
END: 0 Costs END: Yes
Cost: 3 Character Points for every 2 points of Total rolled on
Telepathy 8d6, Reduced
Telekinetic STR dice minus
Endurance (0 END; +½)
Mental DEF is: Effect
(60 Active Points); Total A character with Telekinesis (“TK”) can Greater than EGO The telepath can read or send
cost: 60 points.
manipulate objects at a distance. Some examples surface thoughts
of TK include psychokinesis (manipulating objects EGO +10 The telepath can read deep,
TELEPORTATION with mental force) and magical spells which allow hidden thoughts
CHAMBER wizards to move huge blocks of stone effortlessly. EGO +20 The telepath can read into the
Effect: Teleportation 10” A character can use Telekinetic STR any way target’s memory
(x500 Noncombat) EGO +30 The telepath can read into the
he can use normal STR — it can pick things up,
target’s subconscious
Target: One character Grab characters, “squeeze” something, throw things,
Modifiers (can be applied at any level)
Duration: Instant or “punch” an opponent. (Normal rules for these +20 Telepathy cannot be detected by
Range: No Range actions, including the Range Modifier, apply unless target
the GM rules otherwise.) Telekinesis can move
END: 6
an object a number of inches per Phase equal to TELEPORTATION
Teleportation 10”, x500 the number of inches which the Telekinetic could
Noncombat (60 Active Type: Movement Power
throw the object (see page 18). However, a charac-
Points); OAF Immobile Duration: Instant
ter can’t pick himself up with Telekinesis or grab a
(-2), Extra Time (1 Range: Self Only
Turn; -1¼). Total cost: flying character and be dragged along.
Costs END: Yes
14 points. The GM may require a character with Tele-
Cost: 2 Character Points for every 1” Telepor-
kinesis to make a DEX Roll to perform fine work
tation; 2x mass for +5 Character Points
(such as typing, threading a needle, or using
Lockpicking), or may forbid it entirely unless the A character with this Movement Power can
character pays +10 Character Points to buy Fine move from one point to another without physically
Manipulation for his Telekinesis. traveling through the space in between the two points
(typically the character “disappears” at the first point
and “reappears” at his desired destination).
Normally a character can only Teleport him-
self, his clothes, and his personal effects (including
Foci). This is assumed to be a total weight of 100
Sidekick ■ Chapter One 61

kilograms. For each +5 Character Points, the char-


acter can double the amount of weight he can carry TRANSFORM TABLE
(200 kg, 400 kg, and so forth), thus allowing him to
take his friends along when he Teleports. Type Cost for every 1d6 Examples
Cosmetic 5 Character Points Changes object’s appearance only, not its function:
Teleportation has a Noncombat Movement mode
changing someone’s hair color, making passable food
like all other Movement Powers; Noncombat Telepor- into better fare
tation takes one extra Phase, regardless of how far the Minor 10 Character Points Minor changes in the target’s functions: rendering
character Teleports. Characters cannot use Teleporta- inedible food edible, turning a dagger into a sword
tion to perform Move Throughs or Move Bys. Major 15 Character Points Major changes in the target’s functions, or completely
and fundamentally altering the target: turning base
TRANSFER metals into gold, transforming a living being into a
Type: Adjustment Power/Attack Power stone statue, rendering a person blind or permanently
Duration: Instant paralyzed, turning a handsome prince into a frog.
Range: No Range than twice the target’s normal full BODY, the target is
Costs END: Yes EXAMPLE POWERS
Transformed. If the total is less than twice the target’s
Cost: 15 Character Points for every 1d6 normal full BODY, he suffers no ill effects from the
of Transfer SPELL OF PETRIFICATION
Transform (though his appearance may alter slightly,
A character with Transfer can temporarily take which alerts him to what’s happening to him). How- Effect: Major Transform
points from an opponent’s Characteristic or Power ever, the target must keep track of the “damage” he 6d6
and add those points to one of his own Character- has taken from that Transform. If he is later attacked Target: One character
istics or Powers. with the same Transform, the additional Transform Duration: Instant
To use Transfer, the character makes an “damage” is added to the previous “damage” to deter- Range: 450”
Attack Roll. If successful, he rolls his Transfer dice. mine whether a Transformation has occurred. When END: 9
The total on the dice, minus the target’s Power the accumulated Transform damage equals twice the
Major Transform
Defense (if any), is the number of Active Points of target’s normal full BODY, the Transformation takes 6d6 (living being into
an opponent’s Characteristic or Power which are place. Transform “damage” from different Trans- stone statue, heals
Transferred. forms is not added together; you must keep track of back through another
When the character purchases Transfer, “damage” from each Transform separately. application of this or a
he specifies what Characteristic(s) or Power(s) Transform ordinarily only affects a character’s similar spell) (90 Active
it drains Character Points from and which body, not his mind. To Transform his mind — for Points); OAF (wizard’s
Characteristic(s) or Power(s) receive the Trans- example, to implant or remove memories, or make staff; -1), Gestures
ferred points. The character may choose to set someone a willing slave — the Transform must (-¼), Incantations
up a ratio of Character Points between different have the Based On EGO Combat Value Advantage (-¼), Limited Target
Characteristics or Powers (for example, half the (page 64). In this case the Transform works against (living beings only; -¼),
Requires A Magic Skill
points go to END, half to STR). He may Transfer EGO, not BODY. Roll (-½). Total cost: 28
the Character Points to a different Characteristic or When a character buys Transform, he must points.
Power than they were taken from — for example, a define a way for the target to regain its normal
character could Transfer points from an opponent’s form; he may not change this method later. A
STR to his own STUN. Transform could heal as if it were BODY damage, MOLE MACHINE
through a second application of the same or similar Effect: Tunneling 12”
TRANSFORM power, or when some special action is taken (such through DEF 15 materials
Type: Standard Power/Attack Power as getting a princess to kiss the victim, or taking the Target: Self
Duration: Instant victim to a particular location). Duration: Constant
Range: 5” x Active Points Range: Self
Costs END: Yes TUNNELING
END: 7
Cost: 5 Character Points for every 1d6 Type: Movement Power
Tunneling 12” through
Cosmetic Transform; 10 Character Points Duration: Constant DEF 15 materials (69
for every 1d6 Minor Transform; Range: Self Only Active Points); OIF (-½),
15 Character Points for every 1d6 Major Costs END: Yes No Noncombat Multiple
Transform Cost: 5 Character Points for every 1” (-¼). Total cost: 39
A character with Transform can change a target Tunneling through 1 DEF material per points.
into something else or impose a lasting change on it. Phase; +3 Character Points for +1 DEF
Some examples of Transform include spells that turn A character with Tunneling can move through
princes into toads, the ability to permanently blind the ground or other substances by creating a tunnel
people, or the power to transmute things to stone. You roughly his own size. Some examples of Tunneling
can use Transform to simulate any attack which has a include the ability to burrow through the ground rap-
long-term or permanent effect (other than injury or idly, or a gigantic drilling vehicle. Each 1” of Tunnel-
death) on the target, or to create objects out of thin ing through 1 DEF material costs 5 Character Points
air. The cost of Transform depends on how radical the (thus, for 25 points a character can Tunnel 5” through
Transformation is (see accompanying table). DEF 5 material); the ability to Tunnel through every
To use Transform, the character makes an Attack +1 DEF costs 3 Character Points.
Roll. If successful, he rolls the Transform dice, counts Characters cannot use Tunneling on living
the total, and subtracts the target’s Power Defense creatures to cause damage. A character trapped in
(if any). If the remaining total is equal to or greater an Entangle cannot use Tunneling to escape from it.
62 ■ Character Creation Hero System 5th Edition

ADVANTAGES
ometimes you want to make a power or

S
AREA OF EFFECT
EXAMPLE ability better than what you can create ADVANTAGES
Pulsar buys an Energy
with just Powers. In that case, you should
consider applying an Advantage to the
SUMMARY TABLE
Blast 6d6 (30 Active power. Advantage Name Description
Points). He decides Advantages modify ordinary Powers to make Affects Desolidified Power can affect Desolidi-
to add Area Of Effect them more useful and effective — but since they fied characters
(Radius; +1). That make a Power better, they also increase its Active Area Of Effect Power affects everyone
increases the cost of Point cost. For example, to build a grenade, you within a defined area,
the Power to 60 Active targets DCV 3
might buy a Ranged Killing Attack 2d6 with the
Points. The Area Of
Explosion Advantage. But while you’d only pay 30 Armor Piercing Only half of target’s
Effect has a Radius of
Character Points for an ordinary RKA 2d6, one defenses apply against the
(30/10 = ) 3”. (It’s not
with Explosion costs 45 Character Points. attack
6” because you don’t
use the Active Points Autofire Power can fire up to 5 shots
provided by the Area Based On ECV Power works like a Mental
Of Effect Advantage to Buying Advantages Power
determine the size.) Charges Power has a large number
Each Advantage has a multiplier value which of uses per day
you use to figure the Active Cost of a Power plus
If Pulsar had chosen to Damage Shield Power surrounds character,
Advantage. The Active Point cost of a Power with affects anyone touching him
make his Area Of Effect
a Cone, it would be a Advantages equals: Duration Advantages Improve power’s duration
triangle-shaped area Active Cost = Explosion Power affects everyone
with each side 7” (1 + within a defined area, tar-
Base Cost x (1 + total value of all Advantages)
(30/5)) long. gets DCV 3, but becomes
Example: Sapphire wants to buy an Energy Blast less effective as it spreads
If Pulsar had chosen to 8d6 with the +½ Advantage Armor Piercing. outward
make his Area Of Effect Sapphire’s Energy Blast has an Active Cost of 40 Invisible Power Effects Power cannot be perceived
a Line, it would be 1” x (1 +½) = 60 Points. No Normal Defense Power ignores conventional
wide and 12” ((30/5) x defenses, but only does
2) long. You apply Advantages to Powers after applying STUN damage
any other modifier that increases the Power’s cost. Personal Immunity Power doesn’t affect
Later on, Pulsar decides For example, suppose a character has Teleportation character who uses it
to make his Area Of 10” and can carry x4 mass (which costs +10 Char- Range Advantages Improve power’s range, or
Effect (Radius) bigger. acter Points). Now he wants to make the Power make it work better at range
He increases the cost to Reduced Endurance (0 END; +½). You apply the Ranged Makes non-ranged power
+1¼, which means the Advantage after adding the +10 points, so the final work at range
Power costs (30 x (1 +
cost is: ((20 + 10) x 1½) = 45 Character Points. Reduced Endurance Power costs less (or no)
1¼) =) 67 Active Points.
The Radius is now 6” END
Uncontrolled Power can maintain itself
(3” x 2).
Using Advantages without conscious thought
If a character buys an Advantage for a Power, or effort from character
he must always use that Advantage when using that
Power. He can’t “turn off ” the Advantage.
Adding an Advantage increases a Power’s END
cost, since it increases the Power’s Active Points. In
the example above about Sapphire’s Energy Blast,
ordinarily an Energy Blast 8d6 would cost 4 END
(40/10 = 4). But an Energy Blast 8d6, Armor Pierc-
ing (+½) costs 6 END (60/10 = 6).
Sidekick ■ Chapter One 63

of the area (roll the damage once and apply it in full


ADVANTAGE to everyone in the Area). Targets in the area cannot
CALCULATING
ADVANTAGES AND
DESCRIPTIONS Dodge or Block the attack. If an Area Of Effect attack
misses, it misses entirely and has no effect on anyone.
LIMITATIONS
If an Area Of Effect attack has No Range (see Don’t have a calcula-
AFFECTS DESOLIDIFIED pages 36, 71), then the target hex is automatically the tor handy? You can still
Value: +½ hex the character is standing in (he takes the damage determine the effect of
A Power with Affects Desolidified can affect a unless the attack also has Personal Immunity). How- Advantages and/or Lim-
character or object who is Desolidified just as if the ever, for a Cone or Line, the character may define the itations on the cost of a
target were solid. target hex as the hex immediately in front of him (this power by using the ref-
is a good way to build abilities like a dragon’s breath or erence tables on page 66.
AREA OF EFFECT a wide laser beam). The Advantages Quick-
Reference Table tells you
Value: Varies (see below) ARMOR PIERCING the Active Points in a
Powers with Area Of Effect affect all targets power; the Limitations
Value: +½ Quick-Reference Table
in an area. Areas Of Effect come in different sizes
Armor Piercing (“AP”) allows an attack to cut tells you the Real Points
and shapes; a character must choose which shape
through defenses more easily: it reduces the target’s in a power.
Area Of Effect his power has when he buys it, and
cannot change it thereafter. defenses by half. For example, if a character takes
28 STUN from an AP attack, and he has 20 points
One Hex (+½): An Area Of Effect (One Hex) fills of defense, he only applies half his defenses — 10
one single hex (an area 2 meters wide and broad). — to the attack, so he takes 18 STUN.
Radius (+1): An Area Of Effect (Radius) is a circle. To counteract Armor Piercing, characters can
The circle has a radius in hexes equal to the Active buy defenses with the Hardened Advantage (page 39).
Points in the Power divided by 10.
AUTOFIRE
Cone (+1): An Area Of Effect (Cone) is triangu-
Value: +½
lar. The triangle has sides which are each 1 + (the
Active Points in the Power divided by 5) hexes long. A character can use a Power with Autofire to
hit a target more than once in a single Phase, or to
Line (+1): An Area Of Effect (Line) is a 1” wide line
hit multiple targets with the same attack. He can
with a length in hexes equal to 2 times (the Active
fire up to five shots. See pages 92-93 for Autofire
Points in the Power divided by 5).
rules.
You can double the size of an Area Of Effect of A character using an Autofire attack must pay
any type for an additional +¼ Advantage (thus, +¼ END (or use 1 Charge) for each separate shot (if
for x2 size, +½ for x4 size, and so on). he applies the Reduced Endurance Advantage to an
When calculating the size of an Area Of Effect, Autofire attack, the value of Reduced Endurance
do not use the Active Points provided by the Area is doubled). Each hit from a Autofire attack applies
Of Effect Advantage itself — just the Active Points separately against the target’s defenses.
from the Power and any other Advantages it has. If a character buys Autofire for an attack that
Using An Area Of Effect Attack
When a character uses an
Area Of Effect attack, he chooses a
hex to target. He makes an Attack
Roll against that hex, which has
DCV 3. The DCVs of the charac-
ters caught in the Area Of Effect
don’t matter — if the character’s
Attack Roll hits DCV 3, he hits
everyone covered by the Area Of
Effect.
If the Area Of Effect attack
succeeds, you have to place the
Area over the target zone properly.
For a Radius, place the center hex
of the Radius on the hex that was
hit. For a Cone, place the hex at the
“point” toward the character on the
hex that was hit. For a Line, place
the first hex in the Line on the hex
that was hit, with the rest of the
Line projecting away from the
character.
An Area Of Effect affects
everyone within the “footprint”
64 ■ Character Creation Hero System 5th Edition

EXPLOSION doesn’t require a normal Attack Roll or isn’t applied EXPLOSION


EXAMPLE against standard defenses (PD and ED) — includ- Value: +½
ing all Mental Powers, Darkness, Drain, Suppress,
Transfer, Transform, or attacks with the Advantages This Advantage is similar to Area Of Effect
Kasdrevan has an (Radius), but the Power loses effectiveness as it
Energy Blast 8d6, Area Of Effect, Explosion, or No Normal Defense
— then he must pay an additional +1 for Autofire. spreads out from the center — it has an “explosive”
Explosion (60 Active
Points). He attacks with
effect, in other words.
this Power and hits his BASED ON EGO COMBAT VALUE To use an Explosion attack, make an Attack
target hex. For damage Roll against a target hex (which has DCV 3). If
Value: +1
he rolls 1, 2, 3, 3, 4, 5, 6, the attack hits, roll the damage. The full damage
6. The target hex takes Powers with Based On ECV (“BOECV”) func- applies to the hex in the center of the Explosion.
1+2+3+3+4+5+6+6 tion mostly like Mental Powers (page 39). They use For each hex out from there, subtract one die of
= 30 STUN and an ECV Attack Roll rather than one based on normal damage (highest die first) until no more are left.
0+1+1+1+1+1+2+2 = Combat Value. They have a range of Line Of Sight, The amount of damage someone within the “blast
9 BODY. Someone 2” and can affect Desolidified characters. Mental Defense radius” takes depends on how close they are to the
away from the target applies against them, rather than the standard defense. center — one in the center takes the full damage;
hex would take the same But BOECV powers are visible and do not provide the
damage, less the two
one 3” away from the center takes the full damage
character with Mental Awareness. minus the three highest dice.
sixes: 1+2+3+3+4+5
= 18 STUN and CHARGES
0+1+1+1+1+1 = 5 INVISIBLE POWER EFFECTS
BODY. Value: Varies (see page 68) Value: Varies (see below)
Because a Power with Charges uses no END, a Most Powers and/or their sources can be per-
Power with a lot of Charges is actually better than a ceived (see page 36). This Advantage makes them
normal Power, and must be bought with an Advan- invisible. To make a Power invisible to the Sight
tage. See Charges, page 68. Group is a +½ Advantage. To make a Power invis-
ible to any other Sense Group is a +¼ Advantage.
DAMAGE SHIELD For a flat +1 Advantage, a Power is invisible to all of
Value: +½ the Sense Groups.
Since Mental Powers are already mostly invis-
This Advantage allows a character to set up a ble, characters can make them fully invisible for a
field around himself which causes damage to any +½ Advantage.
target that contacts it.
A Damage Shield inflicts damage on anyone NO NORMAL DEFENSE
who makes a successful Attack Roll in HTH
Value: +1
Combat to hit or Grab the character. It also inflicts
damage on anyone whom the character Grabs, but A Power with No Normal Defense (“NND”)
not on someone he simply hits. The Damage Shield ignores conventional defenses. For example, if a
does not prevent the character from taking damage character applies NND to Energy Blast, the EB
when hit or Grabbed (it’s not a defense). ignores the usual PD, ED, Force Field, or Armor
To create a Damage Shield, a character buys — the target takes the full damage rolled on the
any Attack Power and applies this Advantage to it. dice. NND attacks do STUN damage only; they
The Power must be Constant (either inherently or cannot do BODY damage.
because he has purchased Continuous for it). If the A character who buys an NND attack must
Attack Power is normally Ranged, it automatically define a reasonably common Power or circum-
becomes a No Range Power when the character stance, or a set of uncommon Powers or circum-
purchases Damage Shield for it (the character gets stances, as a valid defense against it. If the target has
no Limitation for this). this defense, he totally ignores the attack; it does no
damage to him at all.
DURATION ADVANTAGES Some examples of NNDs include knockout
Value: Continuous: +1 poisons and drugs (defense is Life Support (Immu-
Persistent: +½ nity)), sonic attacks (defense is Hearing Group
Flash Defense, covering one’s ears, or being deaf),
These Advantages improve a Power’s duration. and tasers (the defense is any form of Resistant ED).
Continuous
This Advantage converts an Instant Power into PERSONAL IMMUNITY
a Constant Power (see page 36). Value: +¼
Persistent This Advantage prevents the character from
This Advantage converts an Instant or Con- being affected by his own power. If bought for an
stant Power into a Persistent Power (see page 36). attack (such as an Area Of Effect attack with No
The Power must cost 0 END, either inherently Range), that attack can’t harm the character; if
or because the character applies the Advantage bought for Darkness, the character can perceive
Reduced Endurance (0 END; +½) to it. through it normally. This has no effect on other
characters’ similar powers, however.
Sidekick ■ Chapter One 65

RANGE ADVANTAGES REDUCED ENDURANCE


Value: Increased Maximum Range: +¼ Value: +¼ (half END) or +½ (0 END)
No Range Modifier +½ This Advantage reduces the normal END cost
These Advantages affect how a Power works at of a Power. For a +¼ Advantage, reduce the Power’s
range. END cost by half; for a +½ Advantage, reduce the
Power’s END cost to 0. Do not include the Charac-
Increased Maximum Range
ter Points added by this Advantage when calculat-
This Advantage increases a Power’s maximum
ing a Power’s END cost.
range. For every +¼ Advantage, multiply the maxi-
mum range of the Power by five (don’t include this UNCONTROLLED
Advantage when calculating the Active Points upon
Value: +½
which the Power’s range is based). The Power still
suffers the standard Range Modifier, however. A Constant Power with this Advantage can
maintain itself without conscious thought from its
No Range Modifier user.
A character using a Power with this +½ To set up an Uncontrolled power, the character
Advantage ignores the Range Modifier (page 92). must activate and use the Power as normal (includ-
The Power has as good a chance to hit at its maxi- ing succeeding with an Attack Roll, if necessary).
mum range as at point blank range. If he succeeds, he feeds as much END as he desires
into the power to create a pool of END to fuel it.
RANGED
The Uncontrolled power runs for as long as there is
Value: +½ END to power it. However, any power bought with
Powers which ordinarily have No Range (such this Advantage must have a reasonably common
as Aid, Drain, or Transfer) can be used at Range if and obvious set of circumstances which turns it off.
a character purchases this Advantage for them. The Once a character has set up an Uncontrolled
Power gains a range of 5” x Active Points and suf- power, he’s not restricted in any way. He can, for
fers the standard Range Modifier. example, make more attacks or move away from the
Uncontrolled power without affecting it at all. Even
if he’s Stunned or Knocked Out, the Uncontrolled
power keeps working until it runs out of END.
66 ■ Character Creation Hero System 5th Edition

ADVANTAGES AND LIMITATIONS CALCULATIONS TABLES


These tables are a quick-reference for calculating the effects of Advantages and Limitations when you don’t have a calculator handy. To
determine the Active Cost of a power with Advantages, find the base cost of the power in Character Points across the top, then cross-ref-
erence with the total value of all Advantages applied in the left-hand column (the value listed is before the base 1 is added). To determine
the Real Cost of a power with Limitations, find the Active Cost of the power in Character Points across the top, then cross-reference
with the total value of all Limitations applied in the left-hand column (the value listed is before the base 1 is added).

ADVANTAGES CALCULATION TABLE


Val 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100
+¼ 6 12 19 25 31 37 44 50 56 62 69 75 81 87 94 100 106 112 119 125
+½ 7 15 22 30 37 45 52 60 67 75 82 90 97 105 112 120 127 135 142 150
+¾ 9 17 26 35 44 52 61 70 79 87 96 105 114 122 131 140 149 157 166 175
+1 10 20 30 40 50 60 70 80 90 100 110 120 130 140 150 160 170 180 190 200
+1¼ 11 22 34 45 56 67 79 90 101 112 124 135 146 157 169 180 191 202 214 225
+1½ 12 25 37 50 62 75 87 100 112 125 137 150 162 175 187 200 212 225 237 250
+1¾ 14 27 41 55 69 82 96 110 124 137 151 165 179 192 206 220 234 247 261 275
+2 15 30 45 60 75 90 105 120 135 150 165 180 195 210 225 240 255 270 285 300
+2¼ 16 32 49 65 81 97 114 130 146 162 179 195 211 227 244 260 276 292 309 325
+2½ 17 35 52 70 87 105 122 140 157 175 192 210 227 245 262 280 297 315 332 350
+2¾ 19 37 56 75 94 112 131 150 169 187 206 225 244 262 281 300 319 337 356 375
+3 20 40 60 80 100 120 140 160 180 200 220 240 260 280 300 320 340 360 380 400

LIMITATIONS CALCULATION TABLE


Val 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100
-¼ 4 8 12 16 20 24 28 32 36 40 44 48 52 56 60 64 68 72 76 80
-½ 3 7 10 13 17 20 23 27 30 33 37 40 43 47 50 53 57 60 63 67
-¾ 3 6 9 11 14 17 20 23 26 29 31 34 37 40 43 46 48 51 54 57
-1 2 5 7 10 12 15 17 20 22 25 27 30 32 35 37 40 42 45 47 50
-1¼ 2 4 7 9 11 13 16 18 20 22 24 27 29 31 33 36 38 40 42 44
-1½ 2 4 6 8 10 12 14 16 18 20 22 24 26 28 30 32 34 36 38 40
-1¾ 2 4 5 7 9 11 13 15 16 18 20 22 24 25 27 29 31 33 34 36
-2 2 3 5 7 8 10 12 13 15 17 18 20 22 23 25 27 28 30 32 33
-2¼ 1 3 5 6 8 9 11 12 14 15 17 18 20 22 23 25 26 28 29 31
-2½ 1 3 4 6 7 9 10 11 13 14 16 17 19 20 21 23 24 26 27 28
-2¾ 1 3 4 5 7 8 9 11 12 13 15 16 17 19 20 21 23 24 25 27
-3 1 2 4 5 6 7 9 10 11 12 14 15 16 17 19 20 21 22 24 25
Sidekick ■ Chapter One 67

LIMITATIONS
ometimes you have an idea for a power or

S
Example: Lorraine d’Arbois, a space pilot, buys APPLYING
ability that’s not quite as good as normal. 15 Character Points in HKA with the Limita- ADVANTAGES AND
Maybe it only works a few times a day, or tion Obvious Inaccessible Focus (Powered LIMITATIONS TO THE
it takes a long time to turn on, or it doesn’t Armor Blaster). This Limitation is worth -½. SAME POWER
always work. In the HERO System, you represent That means the Real Cost is (15 / (1 + ½)) =
this by applying a Limitation to the power. 10. She pays 10 Character Points for 15 Active Although Advantages
A Limitation describes situations or condi- Points of HKA. and Limitations are
tions in which a Power does not function, functions listed with a plus and a
less effectively, or suffers some other restriction. Example: Lazer wants to build an energy pistol minus, do not add the
Because they make a Power less useful, Limitations which does Energy Blast 8d6, Armor Pierc- Advantages and subtract
lower its cost. Most importantly, though, Limita- ing damage; that’s (40 x (1 + ½)) = 60 Active the Limitations to get
tions help you develop your character’s conception one total modifier. Apply
Points. The pistol only has 12 Charges (-¼) and
and background. Many backgrounds automatically the total Advantages
it’s an Obvious Accessible Focus (-1). Thus, the and total Limitations
suggest particular Limitations, and vice versa. Be Real Cost is (60 / (1+¼+1)) = 26.67, which separately to the cost of
careful not to take too many Limitations on a single rounds to 27 Character Points. Lazer pays 27 a power.
power, though — the GM will use those weaknesses Character Points for his 60 Active Point pistol.
against your character. Example: Lisa creates a
THE UNIVERSAL RULE OF LIMITATIONS throwing knife for her
A very simple rule governs all Limitations: LIMITATIONS thief character. She wants
to buy an HKA 1d6 with
A Limitation which doesn’t limit the SUMMARY TABLE the Advantage Ranged
(+½) and the Limita-
character isn’t worth any bonus! tion Obvious Accessible
Limitation Name Description
A Limitation has to actually restrict, hinder, Activation Roll Power only works some of the Focus (-1). She cannot
or otherwise cause problems for a character, or it’s time, based on a roll subtract the Advantage
not legitimate. For example, in many campaigns Always On Power cannot be turned off from the Limitation to
get a total -½ Limita-
the Limitation Does Not Work Against Magic would Charges Power can only be used a few
tion (which would make
be valid, because magic exists. But if you’re in a times per day
the knife cost 10 points).
game where magic does not exist, this isn’t a legiti- Concentration Character has reduced DCV Instead, she must first
mate Limitation — it doesn’t restrict the character and PER Rolls when activating apply the Advantage (for
because he’s never going to encounter magic. The or using power an Active Point cost of
GM must approve all Limitations before allowing Endurance Limitations Power costs END, or more 22) and then the Limita-
them in play. END than normal tion (for a Real Point cost
Extra Time Power takes longer than of 11).
normal to activate or use
Taking Limitations Focus Power works through an
object or device
Each Limitation has a divisor value that you Gestures Character must make special,
use to determine the Real Cost of the power. Add distinctive gestures to use
up the total value of all Limitations on a power power
(treat them as positive numbers even though Incantations Character must speak special,
they’re listed with a minus sign), and then use this distinctive words to use power
formula: Limited Power Power is restricted in some
way defined by character
Real Cost =
Linked Power can only be used when
Active Cost / (1 + total value of all Limitations)
another power is used
The Real Cost is the number of Character Only In Heroic Identity Power only works for one of
Points the character must spend to buy the power. the character’s identities
The Active Cost is the number of Character Points Range Limitations Power has no range, or less
the power has when figuring its effect and END range than normal
cost — the power plus all Advantages (page 62). Requires A Skill Roll Character must make a Skill
The “total value” is the total of the listed values for Roll to use power
the Limitations the power has. Side Effects If power fails to work, char-
acter suffers harm
Visible A normally invisible power is
perceivable
68 ■ Character Creation Hero System 5th Edition
CONTINUING
CHARGES LIMITATION DESCRIPTIONS CHARGES TABLE
EXAMPLE
ACTIVATION ROLL Number Charges Recoverable
The Verdict, a gun- Of Uses Value Charges Value
toting vigilante, wants Value: Varies (see table) 1 -2 -1¼
to buy four smoke gre- 2 -1½ -1
nades. He wants to con- A Power with this Limitation only works some
of the time — it’s unreliable. Examples include 3 -1¼ -¾
vert the 4 Charges into 4 -1 -½
Continuing Charges, Armor that covers only part of the body, or com-
5-6 -¾ -¼
because a cloud of plicated gadgets that don’t always work. The Activa-
7-8 -½ -0
smoke that only lasts tion Roll table shows the Activation Roll and the 9-12 -¼ +¼
for a Phase doesn’t help Limitation value. 13-16 -0 +½
him much. He decides To use a Power with an Activation Roll, the 17-32 +¼ +¾
he wants the smoke character must roll the Activation Roll number or 33-64 +½ +1
cloud to last for 1 Turn less on 3d6 each Phase he wants to use or maintain 65-125 +¾ +1¼
(12 seconds). The Con-
it (even if the Power is Constant). If the roll suc- 126-250 +1 +1½
tinuing Charges Table
says that for a 1 Turn ceeds, he can use the power; if it fails, he cannot use 251-500 +1 +1¾
duration, the value of the power that Phase. ...and so forth.
the Limitation goes Characters make Activation Rolls after all
down two levels on the other preparations: they must spend the END for Clips: A character can split a power’s Charges up
Charges Table. Counting the power regardless of whether the Activation Roll into clips having fewer Charges than his overall
down two levels from 4 succeeds. If the power is an Attack Power, attempt- total. If a character takes a Limitation value one
Charges (-1), the Verdict ing to use it is an Attack Action even if the power step down the Charges Table, he can have two times
comes to 7-8 Charges fails to activate. the number of clips of those Charges.
(-½). So, his 4 Continu- For example, normally a character who has
ing Charges lasting 1
Turn each are worth a ACTIVATION ROLL 8 Charges gets a -½ value for the Limitation. If he
reduces the value one step down the table (to -¼),
-½ Limitation.
Roll Value
he can have two clips, each with 8 Charges. Thus,
8- -2 he’s got 16 Charges overall, but they’re split into two
9- -1½ clips of 8.
10- -1¼ Changing Clips takes a Full Phase (but see Fast
11- -1 Draw, page 26).
12-, 13- -¾
Continuing Charges: Charges normally last for, at
14- -½
15- -¼ most, a character’s Phase, which means they’re not
efficient for Constant Powers like Flight or Dark-
ALWAYS ON ness. Characters can make Charges last longer by
converting them into Continuing Charges.
Value: -½ Continuing Charges only apply to Constant or
If a character can never turn off a power, and Persistent Powers. A Continuing Charge functions
this restricts and hinders him, he may take the Lim- like a Constant Power (page 36) in terms of when
itation Always On for that power. Before a power and how it affects targets. However, all powers
can take Always On, it must first have the Advan- bought with Continuing Charges must include a
tages Reduced Endurance (0 END) and Persistent reasonably common way to turn the power off. If
(unless it is naturally Persistent). the power turns off for any reason, the Charge is
consumed; the character must use another Charge
CHARGES to reactivate the power.
Value: Varies (see table) Converting a Charge into a Continuing
Charge reduces the value of the Limitation (and
A character can only use a Power with this Limi-
may even turn it into an Advantage). See the Con-
tation a limited number of times per day. Examples
tinuing Charges Table.
include a gun with just ten shots or a magic spell that
only works once a night. The number of uses deter-
mines the value of the Limitation.
A power which has Charges does not cost
CONTINUING CHARGES
END to use. Since that is useful in some ways, if a TABLE
power has a lot of Charges (more than 16), Charges
becomes an Advantage instead. However, as an Duration Change in Charge Limitation
Advantage it can never be worth more than +1, no Full Phase No change
matter how many Charges the power has (Recover- Extra Phase -1 level on Charges table
able Charges are an exception to this). 1 Turn -2 levels on Charges table
1 Minute -3 levels on Charges table
Charges Options 5 Minutes -4 levels on Charges table
Here are a few ways to change or increase the 20 Minutes -5 levels on Charges table
effectiveness of Charges: ...and so forth
Sidekick ■ Chapter One 69

Recoverable Charges: Sometimes characters can EXTRA TIME


quickly recover a Charge after using it. Examples Value: Varies (see table)
include a knife the character throws, or arrows
he shoots — after the battle’s over, he can recover A Power with this Limitation takes longer than
them and use them again. These are called Recover- usual to activate and/or use. Normally it requires
able Charges, and they have a value listed on the a Zero-Phase Action to activate a Power, and for
Charges Table. attacks, a minimum of a Half Phase Action to use
the Power. A character must take longer than that
Charges Never Recover: Charges which Never to activate and/or use a Power with this Limitation.
Recover — such as a magic wand with a limited See the Extra Time Table for times and values.
supply of arcane “energy” — are worth an addi- While a character activates a Power with Extra
tional -2 Limitation. Time, he may take other actions. However, the
Power only activates once the proper amount of
CONCENTRATION time passes. Attacks are an exception: if the char-
Value: Varies (see below) acter takes this Limitation for a Power requiring an
This Limitation requires the character to con- Attack Roll, he cannot make another attack until
centrate while activating or using a Power, making the Power has been used (unless the GM gives per-
him less able to defend himself or take notice of mission otherwise).
events occurring around him. A character can stop activating his Power at
If a Concentrating character is at ½ DCV and any time simply by stopping his preparations. At
-3 to PER Rolls while activating and using a power, the GM’s discretion, if the character is interrupted
this Limitation is worth -¼. while activating the Power — for example, if he takes
If a Concentrating character is at 0 DCV and damage — it may stop activating. A character must
-3 to PER Rolls while activating and using a power, pay the full END cost for a Power with this Limita-
this Limitation is worth -½. tion when he begins activating it, so he loses the
If a character applies Concentration to a Con- END even if he stops activating it or is interrupted.
stant Power and has to Concentrate as long as the
power remains in effect (instead of just in the Phase EXTRA TIME TABLE
when he activates it), double the value of Concen-
tration. Time Period/Duration Value
Full Phase -½
A character can only use one power requiring
1 Turn (Post-Segment 12) -1¼
Concentration at a time. 1 Minute -1½
5 Minutes -2
ENDURANCE LIMITATIONS 20 Minutes -2½
Value: Costs Endurance: -¼ or -½ 1 Hour -3
Increased Endurance Cost: Varies (see table) 6 Hours -3½
1 Day -4
These Limitations affect the END cost of a power.
1 Week -4½
Costs Endurance 1 Month -5
This Limitation makes a Power that doesn’t ...and so forth
ordinarily cost END (like Armor or FTL Travel) If a Constant or Persistent Power only requires Extra
cost END at the normal rate (Active Points/10 per Time to activate (but not to maintain every Phase), halve
Phase) and turn off if the character is Stunned or the value of Extra Time.
Knocked Out.
If the Power only costs END to activate, this FOCUS
Limitation is worth -¼. If the Power costs END Value: Varies (see below)
every Phase the character uses it, the value is -½.
A Power with this Limitation works through
Increased Endurance Cost some sort of object or device. This is a very
A Power with this Limitation costs a character common Limitation; for example, guns, swords,
more END than normal (see accompanying table). magic rings, helmets, shields, and powered armor
can all be Foci (plural of Focus).
INCREASED There are four types of Focus Limitation:

ENDURANCE TABLE Obvious, Accessible Focus (OAF) (-1): Anyone look-


ing at the character knows the power comes from
Endurance the Focus, and it can easily be taken away from the
Multiple Limitation character (another character can Grab it, or attack
x2 -½ it). Examples include guns (and most other weap-
x3 -1 ons), shields, and magic wands.
x4 -1½
x5 -2 Obvious, Inaccessible Focus (OIF) (-½): Anyone
x6 -2½ looking at the character knows the power comes
x7 -3 from the Focus, but taking it away from him
x 8, x9 -3½ requires 1 Turn out of combat. Examples include
x 10 -4 armor, rings, and clothing.
70 ■ Character Creation Hero System 5th Edition
Inobvious, Accessible Focus (IAF) (-½): It’s not INCANTATIONS
immediately clear where the Power comes from, Value: -¼ or -½
but another character can easily take it away from
the character (another character can Grab it, or A character can use a Power with this Limita-
attack it) once he figures out what it is. Examples tion only if he speaks loud phrases that are clearly
include disguised weapons (such as cane-swords) audible at a distance, obviously out of the ordinary,
or a magic hat that gives no indication it’s the and not usable for anything else (such as commu-
source of the character’s spells. nicating with a comrade). He must be able to speak
freely and clearly; if he is gagged or has his mouth
Inobvious, Inaccessible Focus (IIF) (-¼): It’s not full, the power doesn’t work.
immediately clear where the Power comes from, Incantations is worth -¼ in most cases, or -½
and even after another character figures it out, if the character must Incant continuously while he
taking the Focus away from him requires 1 Turn activates and maintains a Constant Power. While
out of combat. Examples include magic rings that Incanting, a character cannot activate any other
don’t obviously grant powers to a character. powers that require Incantations.
Most Foci are Breakable — they have a LIMITED POWER
DEF equal to the (Active Points/5) of the largest
power bought through the Focus (minimum of Value: Varies (see table)
3), and lose one power every time an attack does You can use this catch-all Limitation to con-
BODY damage to them. However, some Foci are struct your own Limitations if you can’t find one
Unbreakable, meaning they cannot be damaged or that does what you want elsewhere in this book.
destroyed in any way. This is appropriate for some The Limited Power Guidelines Table provides some
magical or unique items. suggestions for determining the value of a new
Most Foci are Universal, meaning anyone Limitation, and the Limited Power Examples Table
can use them. A gun, for example, can be used not provides some example. The GM must approve all
only by the character who buys it, but by anyone such Limitations, of course.
else. But some Foci are Personal, meaning only the
character who buys them can use them. Enchanted
items “keyed” to a single person are examples of
LIMITED POWER
Personal Foci. GUIDELINES TABLE
Other Modifiers For Focus Value Effect On Power
There are two other ways to customize Focus -0 Power loses less than a fourth of its effective-
to create specific types of objects. ness, or condition is Very Uncommon (char-
acter will rarely, if ever, be limited)
Expendability: If a character uses up a Focus every
-¼ Power loses about a fourth of its effectiveness,
time he activates the power, and must then replace or condition is Uncommon (character will be
the Focus before he can use the power again, it’s limited about a fourth of the time)
worth an additional -¼ Limitation (or more, for -½ Power loses about a third of its effectiveness,
particularly rare or expensive Foci). Examples or condition is Common (character will be
include the “material components” used to cast limited about a third of the time)
spells in some Fantasy worlds. -1 Power loses about half its effectiveness, or
condition is Very Common (character will be
Size And Mobility: If a Focus is Bulky (moving or limited about half the time)
using it reduces the character to ½ DCV), it’s worth -1½ Power loses about two-thirds of its effective-
an additional -½ Limitation. If it’s Immobile (it must ness, or condition is Extremely Common
always remain in the same place), it’s worth an addi- (character will be limited over half the time)
tional -1 Limitation. Examples include large, diffi- -2 Power loses almost all of its effectiveness, or
cult-to-handle weapons, magic circles, and the like. condition is Ubiquitous (character will almost
never get to use power)
GESTURES
Value: -¼ or -½ LINKED
A character can use a Power with this Limi- Value: -½
tation only if he makes gestures that are clearly A power with this Limitation may only be
visible at a distance, obviously out of the ordinary, used with another power. If the other power (the
and not usable for anything else (such as attacking “greater power”) isn’t being used, the character
with a weapon). He must be able to move freely; if can’t use the power with the Linked Limitation (the
he is encumbered or in a confined space, the power “lesser power”). The lesser power must be the one
doesn’t work. If he is restrained or Grabbed, he with the lower Active Point cost; if they have the
cannot activate and/or use the Power. same Active Point cost, pick one to be the “lesser
Gestures is worth -¼ in most cases, or -½ if power” (see the example in the sidebar on page 71).
the character must Gesture continuously while he Linked only applies to and affects the lesser
activates and maintains a Constant Power. While power. The character can use the greater power with-
Gesturing, a character cannot activate any other out using the lesser power if he wants; Linked doesn’t
powers that require Gestures. restrict the greater power at all. However, he can only
use the lesser power when he uses the greater power.
Sidekick ■ Chapter One 71

Range Based On Strength LINKED


LIMITED POWER This Limitation means the power’s range EXAMPLE
depends on the STR used to throw it (see page 18).
EXAMPLES TABLE It’s often used for grenades, throwing knives, and
Lazer wants to create
a laser attack which
Bonus Limitation similar weapons. both cuts and blinds
-1 Power Only Works On Women an opponent. He buys
-¾ Power Does No STUN (only works for attacks REQUIRES A SKILL ROLL an RKA 3d6 for 45
which normally do STUN) Value: -½ Character Points and
-¼ or -½ Power Does Not Work On Dwarves (exact a Sight Group Flash
value depends upon how common dwarves A Power with Requires A Skill Roll (“RSR”) 4d6 for 20 Character
are in the campaign) does not work automatically or infallibly — the Points. Since the Flash
-¼ Power Only Works In Daylight character must make a Skill Roll to activate it. The has fewer Active Points,
-¼ Power Only Works While Character Is Touch- character must specify the Skill he uses to activate it’s the “lesser power,”
ing The Ground the power when he takes the Limitation, and he and Lazer applies the
-½ Power Only Works In Darkness cannot change it thereafter. It must be a Skill that Linked Limitation to
-1 Power Only Works In Twilight costs 3 Character Points for a Characteristic-Based it. The Flash 4d6 now
-1½ Power Only Works In Water Roll and +2 Character Points for each +1 to the roll. costs (20/ (1+½)) = 13
-1½ Power Only Works During Natural Character Points. Lazer
It can be a standard Skill (like Stealth or Computer
Rainstorms can only use the Flash
Programming) or some form of the Power Skill when he uses the RKA,
-2 Power Only Works In Tornadoes
-2 Power Only Works In Intense Magnetic Fields (such as Magic or Speedster Tricks). but he can use the RKA
-2 Power Only Works Under A Full Moon To activate the Power, the character must make without using the Flash
-½ Power Does Not Work In Darkness a successful Skill Roll with a penalty of -1 per 10 if he prefers. When he
-¼ Power Does Not Work In Water Active Points in the Power. Making this roll is a uses both, he activates
-¼ Power Does No Knockback Zero-Phase Action. and fires them at a target
at the same time as one
When a character uses Linked powers, he acti- SIDE EFFECTS Action. The RKA applies
vates and uses both of them at the same time, as a to the target before the
Value: Varies (see table)
single Action. If one of the powers would reduce Flash, since the Flash, if
the target’s defenses or DCV, it applies last. This Limitation means disadvantageous or successful, reduces the
harmful things happen to the character when he target’s DCV.
ONLY IN HEROIC IDENTITY fails to use his Power properly. The value depends
Value: -¼ on the strength of the Side Effect.
Side Effects is usually taken for a Power which
A character can only use a Power with has some chance of failure — one with the Limita-
“OIHID” while he is in his heroic identity. Obvi- tions Requires A Skill Roll or Activation Roll. Each
ously, only characters who maintain two distinct time the character’s attempt to activate or use the
identities (for example, a superhero who main- Power fails, he suffers the penalty for the Side
tains a secret identity, or some characters with Effect. The exact nature of the Side Effect is up to
shapechanging powers) can use this Limitation. the player (with the GM’s approval), but it must
For this Limitation to be valid, the character always be disadvantageous or harmful. Examples
must have some difficulty changing forms — the include the character taking half damage due to
change must take at least a Full Phase, if not longer, a “backlash” from the power, the character losing
and/or there must be other difficulties or ways to extra END, or the character becoming momentarily
prevent him from changing identities. blind (Flashed).
Typically a power cannot take both OIHID A Side Effect automatically affects the charac-
and the Focus Limitation. ter — no Attack Roll is necessary, and the character
gets no defense against it.
RANGE LIMITATIONS
Value: No Range:
Limited Range:


SIDE EFFECTS
Range Based On Strength: -¼
Value Side Effect
This suite of Limitations affects how Ranged -¼ Minor Side Effect: 15 Active Points, or some
powers work at Range. other minor or trivial effect
-½ Major Side Effect: 30 Active Points
No Range -1 Extreme Side Effect: 60 Active Points
This Limitation means a Ranged Power does Modifiers
not work at Range. The character can only use it at x2 value Side Effect occurs automatically whenever
HTH Combat range. Power is used (or is bought for a Power
which always works)
Limited Range
This Limitation means a Ranged Power has
VISIBLE
less Range than normal. The GM determines the
exact Range based on special effects, input from the Value: -¼
player, and so forth. If a Power is normally invisible (such as
Armor, Density Increase, or Mental Powers), apply-
ing this Limitation to it makes it visible per the
normal rules (page 36).
72 ■ Character Creation Hero System 5th Edition

POWER
FRAMEWORKS
FLEXIBLE haracters use Power Frameworks to buy A character cannot buy a Power which inherently
MULTIPOWERS

At the GM’s option,


characters can buy Multi-
powers with flexible slots.
C several powers which group together and
draw from a common “pool” of points. This
makes those powers much cheaper, but
restricts how and when the character can use them.
The individual powers in a Power Framework are
costs no END (for example, Armor or FTL Travel)
as an EC slot unless the Power has the Limitation
Costs Endurance.
Here’s an example EC of Ice Powers, where
each slot has 60 Active Points:
The cost of a flexible slot usually referred to as “slots.”
is the slot’s Real Points Cost Power
Power Frameworks are most appropriate for 30 Ice Powers: Elemental Control, 60-point powers
divided by 5 (in other Superheroic games. In Heroic games, they’re usu-
words, it’s double the cost 30 1) Ice Blast: Energy Blast 12d6
ally only used to represent weapons or other pieces 30 2) Ice Block: Entangle 6d6, 6 DEF
of a normal Multipower
slot). If you want a Multi- of equipment with multiple functions (such as a 30 3) Ice Slides: Running +30”
power with flexible slots, three-setting laser pistol defined as a Multipower). Total cost: 120 points.
all slots in the Multip- There are two types of Power Frameworks:
Elemental Controls and Multipowers. Thanks to the fact that he’s bought these three
ower must be flexible.
powers through an EC, a character with Ice Powers
pays only 120 Character Points for 180 Character
The benefit to having
flexible slots is that the GENERAL RULES Points’ worth of powers.
character can use two Advantages And Limitations
or more powers at once, A character can never buy one Power Frame-
work in another Power Framework, nor can he If you want a power in an EC slot to have an
with this restriction: the
have a power in one Power Framework add to or Advantage, calculate the cost of the power normally
Active Points in all the
powers in use cannot modify a power in another Power Framework. to determine the Active Points. For example, in the
exceed the reserve cost. Slots within a single Power Framework cannot add Ice Powers EC above, Slot 1 could be an Energy
For example, if a char- together or modify each other. Blast 8d6, Armor Piercing instead of an Energy
acter had a 90-point Characters may not buy more than one Power Blast 12d6 — either one has 60 Active Points.
Multipower with flex- in a single Power Framework slot unless those If a power in an EC slot has a Limitation, the
ible slots, he could use Limitation applies only to the slot cost. It does not
Powers are Linked or the character has the GM’s
one power at 80 points apply to the base cost. For example, if Slot 3 had Acti-
of effect and one at permission.
Characters cannot purchase Talents and Spe- vation Roll 11- (-1), it would cost 15 points instead of
10, two at 45 points of 30 (making the overall cost of the EC 105 points).
effect each, three at 30 cial Powers in Power Frameworks except with the
GM’s permission. One Limitation works differently: Charges. If
points of effect each, or
any other combination you want the whole EC to be usable only a certain
adding up to 90. number of times per day, apply Charges to the base
ELEMENTAL CONTROL cost. (If you want a slot to have its own specific
number of uses, apply Charges to it alone.)
Suppose the Energy
Projection Powers Mul- A character with an Elemental Control
(“EC”) has two or more powers closely related by USING ELEMENTAL CONTROLS
tipower in the main
text had flexible slots. It a common special effect (for example, Fire Powers, A character can use any or all of the Powers in
would cost 60 + 12 + 12 Mental Powers, Weather Control Powers, or Teleki- his Elemental Control at the same time — assum-
+ 6 +12 + 12 = 114 Char- netic Powers). ing he can afford to pay all the END, of course.
acter Points. However, To buy an EC, do the following: Because all the powers in an EC are so closely
the character could then related, if another character uses a Drain or Transfer
choose to use Flight 15” 1. Decide how many Active Points you want each against any slot, it affects every slot and the base cost.
(30 points) and Energy of the slots to have. All slots must have the same In effect, this doubles the effectiveness of Drains and
Blast 6d6 (30 points), number of Active Points. Transfers and applies them to every slot at once.
or he could use Energy
Blast 4d6 Armor Pierc- 2. Pay half that Active Point cost as the base cost of
ing (30 points) and Force the EC.
Field (10 PD/10 ED) (20 3. Buy the slots. Each slot costs half the Active MULTIPOWER
points) and Flight 5” (10 Point cost established in Step 1. (Thus, by paying A character with a Multipower has two or
points). But he couldn’t the base cost one time, the character gets each slot
use Energy Blast 8d6 (40 more powers that draw from a common pool of
at half cost.) Character Points (known as a Multipower reserve).
points) and Flight 20”
(40 points), because 40 + The powers are cheaper than in an Elemental Con-
40 = 80, which exceeds All slots in an EC must cost END (though trol, and don’t have to be closely related by a special
the reserve cost of 60. they can have the Reduced Endurance Advantage). effect, but the character can only use one of them
at a time.
Sidekick ■ Chapter One 73

To buy a Multipower, do the following:


1. Define the size of the Multipower reserve and
pay for it in Character Points. For example, if you
want a 40-point reserve, the reserve costs 40 Char-
acter Points.
2. Buy the slots.
a. No slot can have more Active Points than
the Multipower reserve has points.
b. The cost of a slot is its Real Points divided
by 10.
Here’s an example Multipower for a character
who has energy projection powers:
Cost Power
60 Energy Projection Powers: Multipower, 60-point
reserve
6 1) Energy Bolt: Energy Blast 12d6
6 2) Cutting Energy Bolt: Energy Blast 8d6,
Armor Piercing
3 3) Deadly Energy Touch: Ranged Killing Attack
3d6, No Range (-½)
6 4) Energy Boost: Flight 30”
6 5) Energy Shield: Force Field (30 PD/30 ED)
Total cost: 87 points
As you can see, the reserve has 60 points. That
means no slot in the Multipower can have more
than 60 Active Points — they could have fewer
than 60 Active Points (as Slot 3 does), but 60 is the
maximum.
Thanks to the fact that he’s bought these five
powers through a Multipower, the character pays
only 87 Character Points for 270 Character Points’
worth of powers. However, he can only use one
power at a time.
Advantages And Limitations
Advantages and Limitations apply to a slot’s
cost normally: Advantages increase a slot’s Active
Point cost, so you have to make sure it fits within
the reserve amount; a Limitation reduces a slot’s
Real Point cost and saves points. In the example
Multipower, look at Slot 2 (which has an Advan-
tage) and Slot 3 (which has a Limitation).
Charges is an exception. If you want the whole
Multipower to be usable only a certain number of
times per day, apply Charges to the reserve cost. (If
you want a slot to have its own specific number of
uses, apply Charges to it alone.)
USING MULTIPOWERS
The only restriction on Multipowers is that a
character can only use one power in a Multipower
at a time. Using the example above, if the character
is using his Flight, he cannot use any of his Energy
Blasts, his RKA, or his Force Field — all he can do
is fly. This remains true even if he uses his Flight at
less than full power. (But see the Flexible Multipow-
ers sidebar on page 72.)
Changing the slots in a Multipower — switch-
ing from one power to another — is a Zero-Phase
Action (page 88), but a character can only switch
slots once per Phase.
Multipowers do not suffer from from any of
the restrictions placed on Elemental Controls.
74 ■ Character Creation Hero System 5th Edition

EXAMPLE
POWERS
o show you just how varied and flexible the
CREATING
CYBERWARE

Many science fiction


campaigns take place in
T HERO System can be, here are a few example
abilities. (You can find more in the sidebars
on pages 45-61.) These are just examples;
there may be other ways to build these abilities, or
ways you can customize them by adding or remov-
Effect:
PSIONIC POWERS

Target/Area
PSYCHIC AGONY
Ego Attack 2d6
settings featuring cyber- ing Advantages and Limitations. Affected: One character
ware — special devices
Duration: Constant
(or tailored tissue and
Range: Line Of Sight
organs) implanted in
the body. Cyberware
CYBERWARE END Cost: 4
devices aren’t usually Description: The character can make the target expe-
built with the Focus FINGERTIP BLADES rience intensely painful headaches and other agoniz-
Limitation — they’re so Effect: HKA 1d6, No STR Bonus ing pains. This lasts as long as the character focuses
much a part of the char- Target/Area on the victim (i.e., pays END to maintain the effect).
acter that they’d require
Affected: One character
surgery to remove, so Game Information: Ego Attack 2d6, Continu-
they’re effectively innate Duration: Instant
Range: Touch ous (+1) (40 Active Points); Extra Time (Full
abilities. However, many Phase; -½). Total cost: 27 points.
of them have the Limi- END Cost: 1
tation Restrainable (-¼), Description: Small, razor-sharp, claw-like blades
reflecting the fact that have been installed underneath the character’s PSYCHIC INVISIBILITY
there are some coun- Effect: Invisibility to Sight Group, Only Versus
fingernails. They don’t get a bonus from STR like
termeasures that other
HKAs normally do; the blades are too small for the Beings With Minds
people can take to dis-
able them. For example, user’s STR to have any extra effect. Target/Area
in settings with cyber- Affected: Self
Game Information: HKA 1d6 (15 Active Points), Duration: Constant
ware, the police often
No STR Bonus (-½). Total cost: 10 points. Range: Self
have special electromag-
netic pulse guns that END Cost: 2
can temporarily turn off MUSCLE GRAFTS Description: The character can make himself invis-
some cyber-systems.
Effect: +20 STR, No Figured Characteristics ible by “erasing” himself from the perceptions of
Target/Area Affected: Self those around him. But this only works on beings
Duration: Persistent with minds; if he’s filmed with a camera or the like,
Range: Self he shows up normally.
END Cost: 2 when used
Game Information: Invisibility to Sight Group
Description: The character has had artificial (20 Active Points); Only Versus Beings With
muscles grafted onto his regular muscles. He’s a lot Minds (see text; -½). Total cost: 13 points.
stronger, but not any tougher.
Game Information: +20 STR (20 Active Points); No PSYCHOKINETIC BLAST
Figured Characteristics (-½). Total cost: 13 points. Effect: Energy Blast 8d6, BOECV
Target/Area
REFLEX ENHANCEMENT Affected: One character
Effect: +10 DEX Duration: Instant
Target/Area Range: Line Of Sight
Affected: Self END Cost: 8
Duration: Persistent Description: The character can project from his
Range: Self brain a blast of pure psychokinetic force strong
END Cost: 0 enough to injure other people, break down doors,
Description: The character’s nervous system has and so forth.
been augmented with additional artificial nerves Game Information: Energy Blast 8d6, BOECV
and microcomputers, making him much more (+1) (80 Active Points); Concentration (½
agile, fast, and accurate. DCV; -¼), Extra Time (Full Phase; -½). Total
Game Information: +10 DEX (30 Active Points); cost: 46 points.
Restrainable (-¼). Total cost: 24 points.
Sidekick ■ Chapter One 75

CREATING
SPELLS SUPERPOWERS SPELLS

HEALINGSPELL ICY PRISON Many types of gaming


campaigns, particularly
Effect: Healing 4d6 Effect: Entangle 6d6, 6 DEF, Vul. (fire/heat) Fantasy Hero games,
Target/Area Target/Area feature magic. This page
Affected: One character Affected: One character has some example spells
Cast Time: Half Phase (Attack Action) Duration: Instant that characters could
Casting Range: 300” cast. You can find more
Procedures: Focus, Gestures, Incantations END Cost: 6 spells on page 119 as
Duration: Instant part of the character
Description: The character can encase his foes in sheet for Valerius the
Range: Touch solid blocks of ice. Fire and heat attacks are espe-
Magic Roll: -4 Harper. For thousands
cially effective at freeing the trapped person. more spells, see The Fan-
END Cost: 4
tasy Hero Grimoire from
Game Information: Entangle 6d6, 6 DEF (60
Description: This spell allows the caster to heal the Hero Games.
Active Points); Vulnerable (Entangle takes x2
injuries he or another person suffers.
damage from Fire/Heat attacks; -1). Total cost:
The way you create
Game Information: Healing 4d6 (40 Active 30 points. spells in the HERO
Points); OAF (Wizard’s Staff; -1), Gestures System varies depend-
(-¼), Incantations (-¼), Requires A Magic Roll POWER STAFF ing on how the magic
(-½). Total cost: 13 points. system for the world
Effect: Elemental Control of Energy Powers works. The spells on
Target/Area this page are for a magic
MAGEHAND Affected: Varies system that requires
Effect: Telekinesis (10 STR), Fine Manipulation Duration: Varies all spells to have the
Target/Area Range: Varies following Limitations:
Affected: Self One character END Cost: Varies OAF (Wizard’s Staff; -1),
Cast Time: Half Phase (Attack Action) Gestures (-¼), Incanta-
Description: The character possesses an artifact of tions (-¼), and Requires
Casting great power — a Power Staff created by the super-
Procedures: Focus, Gestures, Incantations A Magic Roll (-¼) (the
science of a benevolent alien species. With it he can Magic Skill is a form of
Duration: Constant project blasts of power, fly, protect himself, and so the Power Skill). Other
Range: 125” forth... but if he’s not careful, his enemies can take it magic systems might
Magic Roll: -2 away from him! build spells with other
END Cost: 2 Limitations, or no stan-
Game Information: dard Limitations at all;
Description: This simple but effective spell allows Cost Power
a wizard to move and manipulate objects with- Fantasy Hero discusses
30 Power Staff: Elemental Control, 60-point powers this subject in detail.
out having to physically touch them. It uses the 15 1) Power Blast I: Energy Blast 12d6; OAF (-1)
optional Fine Manipulation ability for Telekinesis. 15 2) Power Blast II: RKA 4d6; OAF (-1) All of these spells take
Game Information: Telekinesis (10 STR), Fine 15 3) Power Shackles: Entangle 6d6, 6 DEF; at least a Half Phase
Manipulation (25 Active Points); OAF (Wizard’s OAF (-1) Action to cast. That’s a
Staff; -1), Gestures (-¼), Incantations (-¼), 15 4) Energy Hand: Telekinesis (40 STR); OAF (-1) standard rule in Fantasy
Requires A Magic Roll (-½). Total cost: 8 points. 15 5) Power Shield: Force Field (20 PD/20 ED), Hero games.
Hardened (+¼), Reduced Endurance (½
END; +¼); OAF (-1)
MYSTIC BOLT
15 6) Power Barrier: Force Wall (6 PD/6 ED,
Effect: RKA 2d6, No Range Modifier 5” long and 2” high), Reduced Endurance (0
Target/Area END; +½); OAF (-1)
Affected: One Hex 15 7) Power Flying: Flight 20”, Reduced Endur-
Cast Time: Half Phase (Attack Action) ance (0 END; +½); OAF (-1)
Casting Total cost: 135 points.
Procedures: Focus, Gestures, Incantations
Duration: Instant XRAY VISION
Range: 300” Effect: X-Ray Vision
Magic Roll: -6 Target/Area
END Cost: 6 Affected: Self
Description: This spell fires a bolt of mystic force at Duration: Constant
a target hex. All characters in the target hex take the Range: Self
damage. The spell has a range of 300” and suffers END Cost: 1
no Range Modifier penalties. Description: The character has the power to see
Game Information: RKA 2d6, Area Of Effect through walls and the like. Unlike normal senses,
(One Hex; +½), No Range Modifier (+½) using this one can tire him out.
(60 Active Points); OAF (Wizard’s Staff; -1), Game Information: X-Ray Vision (10 Active Points);
Gestures (-¼), Incantations (-¼), Requires A Costs Endurance (-½). Total cost: 7 points.
Magic Roll (-½). Total cost: 20 points.
76 ■ Character Creation Hero System 5th Edition

DISADVANTAGES
haracters have weaknesses as well as All Disadvantages are subject to the Basic Law

C strengths; you need both to create an inter-


esting, well-rounded individual. In the
HERO System, you represent a character’s
weaknesses with Disadvantages. Disadvantages help
develop a character’s background and personal-
of Disadvantages:
A Disadvantage which isn’t a
Disadvantage isn’t worth any points!
None! For example, if a PC takes Physical Lim-
ity, and provide the GM with interesting ideas for itation: No Legs, and then buys Extra Limbs (legs),
adventures. To encourage characters to take them, he doesn’t get the Disadvantage points. Similarly,
Disadvantages give the character more Character if a character takes Hunted: Trolls 11- when trolls
Points to spend. don’t exist in the campaign world, it’s not worth any
Superheroic characters can have up to 150 points. The GM has to approve all Disadvantages.
Character Points’ worth of Disadvantages; Heroic You cannot reduce the value of a Disadvantage
characters can have up to 75 Character Points of below 0, even if it has negative modifiers.
Disadvantages (see page 14). A character doesn’t
have to take the full amount of Disadvantages
available to him — or any Disadvantages at all, for DISADVANTAGE
that matter.
DESCRIPTIONS
DISADVANTAGES ACCIDENTAL CHANGE
SUMMARY TABLE A character with this Disadvantage has at
least two forms or identities and sometimes acci-
Disadvantage Name Description
dentally or involuntarily changes between them
Accidental Change Character sometimes invol-
untarily changes between
— for example, a character who’s a werewolf and
two forms or identities changes to wolfman form during the full moon.
Dependence Character suffers harm if he The value depends on how frequently the phenom-
does not regularly have ena that triggers the change occurs, and the chance
some substance or item (expressed as a 3d6 roll) that the change occurs (see
Dependent NPC Character must protect/help the accompanying table).
an NPC who often gets into Every Phase a character is exposed to the cir-
trouble cumstances that cause his change, he rolls 3d6. If
Distinctive Features Character has an unusual, he rolls less than the listed number, he changes. He
distinctive feature cannot change back until the circumstances which
Enraged/Berserk Character sometimes loses caused the change have altered.
control of himself
Hunted Character is pursued by an
enemy
ACCIDENTAL CHANGE
Physical Limitation Character suffers from some Value Circumstances
physical handicap 5 Uncommon Circumstance
Psychological Limitation Character suffers from some 10 Common Circumstance
mental or emotional 15 Very Common Circumstances
handicap
Value Chance To Change
Reputation Character is known for some +0 Infrequently (8-)
negative quality
+5 Frequently (11-)
Rivalry Character competes with a
+10 Very Frequently (14-)
rival
+15 Always
Social Limitation Character’s ability to interact
with society is restricted Examples
Accidental Change 14- when character sees or smells
Susceptibility Character takes damage
blood (Uncommon): 15 Character Points.
when exposed to some
normally harmless substance Accidental Change Always when character experiences
or effect stress under a full moon (Uncommon): 20 Character
Unluck Character is unlucky Points.
Vulnerability Character takes extra
damage from some type
of attack
Sidekick ■ Chapter One 77

DEPENDENCE
A character with this Disadvantage is dependent DEPENDENT NPC
on a certain substance or item. If he cannot get it, he
Value The DNPC is
suffers negative effects, possibly even injury or death. 10 Incompetent (-20 points or lower)
Examples include a character with a drug addiction 5 Normal
or an aquatic superhero who has to return to the sea 0 Slightly Less Powerful than the PC
every hour. -5 As powerful as the PC
The value of Dependence depends on three -5 DNPC has useful noncombat position or
things. The first is the commonality of the substance skills
the character needs is. The rarer the substance, the +5 DNPC is unaware of character’s adventuring
more the Disadvantage is worth. career/Social Limitation: Secret Identity
The second is what effect being deprived of Value Appearance
the substance has. It could inflict damage, cause the +5 8- (Infrequently)
character’s powers to function poorly, or make the +10 11- (Occasionally)
character incompetent or weak. +15 14- (Frequently)
The third is how long the character can remain
Examples
away from the substance before he suffers the effects Nosy Old Mrs. McCreedy: DNPC 11- (character’s land-
of deprivation. The longer he can go without it, the lord), Incompetent, Unaware of character’s Social Limi-
less his Dependence is worth. tation (Secret Identity): 25 Character Points
Lady Riselda: DNPC 14-, Normal, Useful Noncombat
DEPENDENCE Position (the Baron’s lovely young daughter with a knack
for getting into trouble): 15 Character Points
Value Dependent Substance is
5 Very Common/Easy To Obtain DEPENDENT NONPLAYER CHARACTER
10 Common/Difficult To Obtain A character with this Disadvantage has a non-
15 Uncommon/Extremely Difficult To Obtain player character friend, companion, or associate who
Value Effect often gets into trouble, requiring the character to pro-
Damage: The character takes damage per tect or save him. Examples include a “significant other”
time increment who always seems to get into trouble, a weak, elderly
+5 1d6 relative the character looks out for, or an inquisitive pet.
+10 2d6 The value of this Disadvantage depends upon
+15 3d6 two factors: first, how competent the DNPC is in rela-
+5 Character’s powers acquire 14- Activation Roll tion to the character; second, how often the DNPC
+10 Character’s powers acquire 11- Activation Roll becomes involved in the character’s adventures.
+5 Incompetence: -1 to all Skill Rolls and related A DNPC is a Disadvantage. He might help
rolls per time increment the character once in a while, but mostly he causes
+5 Weakness: -3 to all Characteristics per time trouble. If a “DNPC” is too helpful, the character
increment should buy him as a Contact or Follower instead
Value Time Before Suffering Effects (see Perks, page 31).
+25 Segment
+20 Phase
+15 Turn DISTINCTIVE FEATURES
+10 1 Minute Value Concealability
+5 5 Minutes 5 Easily Concealed
+0 20 Minutes 10 Concealable (with Disguise Skill or major effort)
-5 1 Hour 15 Not Concealable
-10 6 Hours
Value Reaction
-15 1 Day +0 Feature is Noticed and Recognizable
...and so forth (see Time Chart, page 22) +5 Feature is Always Noticed and Causes Major Reaction or Prejudice
Examples +10 Feature Causes Extreme Reaction (abject fear, unabiding lust, utter disgust)
Spare Parts (character must replace the rare high-tech
Value Sensing
parts in his armor with new ones every day, or it begins
-0 Feature Detectable By Commonly-Used Senses (Sight, Hearing) and/or By
to suffer malfunctions resulting in an 11- Activation Roll
Virtually Everyone
for Powers derived from the armor) (Uncommon): 10
Character Points. -5 Feature Detectable By Uncommonly-Used Senses (Smell, Touch, Taste) and/or
By Large Group and/or By Simple Tests
Recharging (character must recharge his powers with -10 Feature Detectable Only By Unusual Senses (Detects) and/or Only By A Small
his “mystic battery” every day or suffer Weakness) (Very Group and/or Only By Technology Or Major Effort
Common): 0 Character Points. -5 Distinctive Feature Is Not Distinctive In Some Cultures Or Societies
Examples
Mystic Aura: Not Concealable (Always Noticed; Detectable Only With Unusual Senses):
10 Character Points.
Uniform: Easily Concealed (Noticed and Recognizable): 5 Character Points
Hideously Scarred: Concealable With Effort (Always Noticed): 15 Character Points
78 ■ Character Creation Hero System 5th Edition
DISTINCTIVE FEATURES
A character with this Disadvantage has some
ENRAGED/BERSERK
easily recognizable feature(s) which are difficult to Value Circumstances
conceal. Examples include distinctive appearances 5 Uncommon circumstance
(bright purple hair, a facial scar, unusual height, a 10 Common Circumstances
strange voice), an aura of mystic power, a uniform, 15 Very Common Circumstances
or the like. +10 Berserk
The value of Distinctive Features depends on Value Chance to Become Enraged
three factors: how easy the feature is to conceal; +0 8-
how strong a reaction the feature tends to provoke +5 11-
in others; and which senses can detect the feature. +10 14-
Distinctive Features is a Disadvantage. If Value Chance to Recover
having a distinctive appearance doesn’t inconve- +0 14-
nience or hinder the character somehow, it’s not +5 11-
worth any points. +10 8-
ENRAGED/BERSERK Examples
Enraged: in combat (Very Common), go 11-, recover 11-:
A character with this Disadvantage loses
25 Character Points
control of himself when confronted by certain
situations or stimuli. The value depends on three Berserk: at the sight/smell of blood (Common), go 11-,
factors: the commonality of the phenomena that recover 8-: 35 Character Points
triggers the character’s rage; how easily the charac-
ter becomes Enraged/Berserk; and how easily the iar or often used offensive power at full strength
character “snaps out of it” and returns to his senses. against the target.
When a character encounters the phenomena A Berserk character is like an Enraged charac-
that Enrages him (or makes him Berserk), roll ter, but with one important difference: he attacks
3d6. If the roll is less than or equal to his chance to the nearest target, not necessarily the one that
become Enraged/Berserk, the Disadvantage takes angers him. This makes him a danger to his friends
effect. He can roll to return to his senses whenever and teammates.
he defeats a foe, runs out of END, or someone tries HUNTED
to snap him out of it. If he rolls less than or equal to
A character with Hunted is pursued by some
his chance to recover, he’s back to his normal self;
person or group. His Hunter may show up during
otherwise, he remains Enraged/Berserk.
adventures and try to harm or hinder him.
An Enraged character mindlessly attacks the
The value of a Hunted depends on three fac-
individual (or object) that Enrages him. He cannot
tors. The first is how capable, competent, and dan-
try to defend himself, take any defensive actions,
gerous the Hunter is relative to the character (this
or do anything other than attack that person (or
includes not just combat abilities, but the Hunter’s
object). Furthermore, he must use his most famil-
power to investigate the character
or otherwise interfere with his
life). The second factor is how
often the Hunter tends to show
up (based on a 3d6 roll made by
the GM at the beginning of each
adventure). The third factor is
what the Hunter intends to do to
the character — watch him, mildly
punish him, or harshly punish
him.
Additionally, some Hunteds
get extra points for having exten-
sive “Non-Combat Influence”
(such as the ability to make the
IRS audit the character). This most
often applies to the police and
like organizations. Some Hunters
are worth fewer points because
they only operate in a certain
geographic area; the character can
avoid them by avoiding that area.
Sidekick ■ Chapter One 79

PSYCHOLOGICAL LIMITATION
HUNTED A character with this Disadvantage has a
Value Capabilities mental quirk or impairment of some sort. The
5 Hunter is Less Powerful than PC value depends on how often the condition affects
10 Hunter is As Powerful as PC the character, and how much it impairs or affects
15 Hunter is More Powerful than PC him. Types of Psychological Limitations include:
+5 Hunter has extensive Non-Combat Influence ■ Codes of conduct, such as following a code of
(NCI)
honor (e.g., chivalry, bushido, or always keep-
-5 Hunter is limited to a certain geographical area
ing one’s word) or refusing to kill opponents
+5 PC has a Social Limitation: Public Identity or is
otherwise very easy to find ■ Fears and hatreds, such as a character who’s
Value Appearance afraid of heights, or one who has a burning
+0 8- (Occasionally) hatred of dwarves
+5 11- (Frequently) ■ Personality traits or compulsions, a large
+10 14- (Very Frequently) category of negative behaviors including
Value Motivation overconfidence, arrogance, being in love with
-10 Watched: Hunter is only Watching the character someone, or the like.
-5 Hunter desires to Mildly Punish the character
(deportation, fining, question, theft of
possessions) PSYCHOLOGICAL
-0 Hunter desires to Harshly Punish the character
(imprison, enslave, kill)
LIMITATION
Examples Value Situation Is
Hunted: Dr. Destroyer 8- (More Powerful, NCI, 5 Uncommon
Kill/Imprison): 20 Character Points 10 Common
Hunted: The Police 11- (More Powerful, NCI, Limited 15 Very Common
Geographical Area, Imprison): 20 Character Points Value Intensity
Hunted: Private Detective 11- (Less Powerful, Watching): +0 Moderate: Decides character’s choice of targets
0 Character Points and reaction to situations; character may only
change actions if he makes an EGO Roll at +5.
+5 Strong: Character takes irrational actions con
cerning the situation, may only change actions
PHYSICAL LIMITATION
if he makes an EGO Roll.
A character with this Disadvantage has a phys- +10 Total: Character becomes totally useless or
ical problem which hampers him, such as blind- completely irrational in the situation, and will
ness, a weak leg, or being so large and heavy he not change his mind for any reason; EGO Roll
can’t ride in cars. The value depends on how often at -5 (minimum) required to change actions
and to what extent the problem hinders or impairs (if the GM allows such a roll at all)
the character in the game. Examples
Code Of Chivalry (Common, Total): 20 Character Points
PHYSICAL LIMITATION Code Versus Killing (Common, Total): 20 Character
Points
Value Limitation Occurs Claustrophobia (Uncommon, Total): 15 Character Points
5 Infrequently Overconfidence (Very Common, Moderate):
10 Frequently 15 Character Points
15 All the Time Coward (Common, Total): 20 Character Points
Value Limitation Impairs Vengeful (Uncommon, Strong): 10 Character Points
+0 Slightly In Love With X (Common, Strong): 15 Character Points
+5 Greatly
+10 Fully REPUTATION
Examples (see also page 86) A character with Reputation is viewed in an
No Hands (All The Time, Fully Impairing): 25 Character
unfavorable light. For example, he could be consid-
Points.
ered dangerous, violent, a racist, or easily tricked
Unable To Walk (Frequently, Fully Impairing): 20 Char-
acter Points.
Missing One Eye — lacks depth perception (½ OCV with
REPUTATION
all Ranged Attacks), no peripheral vision on one side Value Recognized
(Infrequently, Greatly Limiting): 10 Character Points. 5 Sometimes (8-)
10 Frequently (11-)
15 Almost always (14-)
-5 Reputation Is Known Only To A Small Or
Limited Group
Examples
Reputation: Racist, 11-: 10 Character Points
Reputation: Untrustworthy, 14-: 15 Character Points
80 ■ Character Creation Hero System 5th Edition

SOCIAL LIMITATION
Value Circumstances Occur
5 Occasionally (8-)
10 Frequently (11-)
15 Very Frequently (14-)
Value Effects Of Restrictions
+0 Minor (inconvenience but little danger; that
which is taken away can, eventually, be recov-
ered or restored) (character may be fired,
disowned, or suffer other minor problems)
+5 Major (there is a risk of potential injury or
extreme inconvenience; that which is taken
away can only be restored with great difficulty)
(character may suffer imprisonment,
be required to undertake dangerous tasks,
and so forth)
+10 Severe (extreme risk of death or injury; that
which is taken away cannot be restored)
-5 Social Limitation Is Not Limiting In Some
Cultures Or Societies
Examples
Secret Identity (Frequently, Major): 15 points
Public Identity (Frequently, Major): 15 points
Subject To Orders (Very Frequently, Major): 20 points
Slave (Very Frequently, Major): 20 points.

factors: how frequently the character tends to


encounter the object or effect; how much damage
he takes from it; and how quickly he takes damage.
A Susceptible character takes STUN damage
with no defense immediately when exposed to the
object or effect to which he is Susceptible. Thereafter,
he takes damage at the time increments defined by the
or fooled. The value depends on how often other Disadvantage. Once he’s unconscious, he also begins
people recognize or remember the character based to take Normal Damage BODY from the attack until
on his negative Reputation. he dies or is removed from the object or effect. He
RIVALRY
A character with this Disadvantage is engaged SUSCEPTIBILITY
in a not-so-friendly rivalry with another charac-
Value Condition Is
ter. A Rivalry may be Professional, Romantic, or 5 Uncommon
both. If it’s one or the other, it’s worth 5 Character 10 Common
Points; if it’s both, it’s worth 10 Character Points. If 15 Very Common
the Rival is a fellow player character, the Rivalry is
Value Take Damage Every
worth +5 Character Points.
+0 Effect is instant (it only occurs or exists for an
SOCIAL LIMITATION instant, such as many Instant Powers)
+15 Segment
This Disadvantage means the character’s abil-
+10 Phase
ity to interact with society and/or other people is
+5 Turn
somehow limited, restricted, more difficult than
0 Minute
usual, or dangerous to him. Examples include keep-
-5 5 minutes
ing an important secret (such as a secret identity),
...and so forth
being well-known or famous, or belonging to a
disfavored minority. The value depends upon how Value Number Of Dice
+0 1d6
often the restrictive circumstances occur and their
+5 2d6
effects on the character.
+10 3d6
SUSCEPTIBILITY Examples
A character with Susceptibility takes damage Susceptibility To Holy Ground: suffer Drain STR 2d6 +
from objects or effects which are harmless to most Drain CON 1d6 every Turn character is on holy or sacred
people. Examples include demons and undead suf- ground (Uncommon): 20 Character Points
fering damage from sunlight or holy objects, or a Susceptibility To Green Argonite: 3d6 damage per Phase
superhero from the planet Argon suffering damage (Uncommon): 25 Character Points
when exposed to green argonite. Susceptibility To Being Teleported: 3d6 damage, Instant
The value of a Susceptibility depends on three Effect (Uncommon): 15 Character Points
Sidekick ■ Chapter One 81

does not stop taking damage, and may not Recover


from the damage, until the object or effect is removed. EXPERIENCE POINTS
UNLUCK Situation Experience
Improbable and unlucky things happen to Base experience points for being in a 1 point
a character who has Unluck. Unluck is worth 5 scenario
points per 1d6 and functions like the opposite Characters were on a very long, 2 points
of the Luck Power (page 55). Whenever the GM involved adventure
thinks it’s appropriate, he has the character make Adventure ran more than one session +1 point/session
The adventure was difficult +1 point
an Unluck roll. Every “1” that comes up on the dice
Characters heavily outnumbered +1 point
equals one level of Unluck. The more levels the
Optional Guidelines
character gets, the worse the fate that befalls him. Characters were clever, inventive, +1 point
VULNERABILITY subtle, or roleplayed well
Characters solved a mystery +1 point
A character with Vulnerability takes extra The adventure was a resounding suc- +1 point
damage from a particular attack form. For example, cess
an ice elemental might be Vulnerable to fire, while Characters roleplayed very poorly -1 point
a character suffering from a curse might be Vulner- The adventure was a terrible failure -1 point
able to magic. The value depends on two factors:
how common or frequent the attack form is; and
the multiplier applied to the damage (x1½ or x2).
The multiplier applies to either the STUN and
BODY of the attack; the character chooses which
one when he takes the Disadvantage (he can have
it apply to both by taking Vulnerability twice). The
multiplier increases the attack’s damage before the
character applies his defenses to reduce the damage.

VULNERABILITY
Value The Attack is
5 Uncommon
10 Common (a group of Uncommon attacks, or
a single Common attack)
15 Very Common (a group of Common attacks).
Value Vulnerability Multiplier
+0 x 1½ (Target takes 1½x damage)
x2 x2 (Target takes 2x damage)
Examples
Vulnerable To Sonic Attacks (Uncommon, 2x BODY): 10
Character Points
Vulnerable To Fire Attacks (Common, 1½x BODY): 10
Character Points
Vulnerable To Punches (Very Common, 1½x STUN): 15
Character Points

EXPERIENCE POINTS
As characters play in a campaign, they learn
from things they do, mistakes they make, and
people they encounter. To reflect this process of
learning and development, the GM should give
each character Experience Points between adven-
tures. Experience Points work like Character Points,
they’re just obtained in a different way. Characters
spend them to improve their existing Characteris-
tics, Skills, and other abilities, or to buy new Skills
and abilities.
The accompanying table provides guidelines
for how many Experience Points to give to charac-
ters. Don’t take it as an absolute; every adventure
and group of characters is different, so sometimes
the GM needs to adjust the guidelines.
82 ■ Character Creation Hero System 5th Edition

EXAMPLE
CHARACTER
Here’s a step-by-step example of how to create Cost Skill
a character. 3 Gambling 12-
Tim plays in a Pulp Hero game that emulates 2 Knowledge Skill: Africa 11-
the pulp adventure magazines of the 1930s. He 2 Knowledge Skill: China 11-
decides to create a classic strong-jawed, two-fisted 2 Knowledge Skill: Europe 11-
hero. He chooses the name “Randall Irons,” which 2 Knowledge Skill: India 11-
has a strong, adventurous sound. 2 Knowledge Skill: Legends And Lore 11-
As Tim envisions him, Randall Irons is better 1 Language: French (basic conversation)
than a normal person — stronger, smarter, tougher 1 Language: German (basic conversation)
— but not a lot better. He’s not the strongest or fast-
est adventurer out there; he’s a well-rounded hero. Irons is supposed to be a hero of the “two-
So, Tim chooses the following Characteristics: fisted” variety, so Tim needs to improve his fighting
Skills a little. Tim decides Irons learned how to box
Val Char Cost before joining the Army:
15 STR 5
15 DEX 15 Cost Skill
18 CON 16 4 Martial Block
12 BODY 4 3 Martial Grab
13 INT 3 4 Martial Strike
13 EGO 6 5 Offensive Strike
20 PRE 10 Lastly, Tim wants to give Randall Irons a
14 COM 2 special ability that sets him apart from other pulp
6 PD 3 heroes. He decides Irons has a gift for getting
6 ED 2 along with animals. Somehow, even the fiercest
4 SPD 15 animals like him. He can make friends with the
7 REC 0 most vicious guard dog, stop a tiger from leaping at
36 END 0 him, or calm down a rampaging bull elephant. Tim
39 STUN 10 represents this with the Skill Animal Handler; the
Total Characteristics Cost: 91 special effect of the Skill is “Irons has an empathic
Next, Tim gives some thought to his charac- ability to make friends with animals.”
ter’s Skills. First and foremost, he wants Irons to be Cost Skill
physically and athletically competent, so he chooses 9 Animal Handler 16-
several Skills and abilities to reflect that:
Tim adds up what he’s spent on Skills, and
Cost Skill gets 75. Since he spent 91 Character Points on
3 Climbing 12- Characteristics, that means he’s spent 166 points.
3 Combat Driving 12- Unfortunately, in this game, starting characters are
3 Stealth 12- only built on 150 points, so Tim needs to remove
2 Running +1” (7” total) 16 points from Randall Irons. He decides to get rid
2 Leaping +2” (5” forward, 3” upward) of the Range Skill Levels (-4 points), the extra Run-
Tim decides that not only is Irons a good shot, ning and Leaping (-4 points), and the KSs of China
but he fought in the Great War (World War I), and and India (-4 points), and to reduce the Animal
learned several Skills from his military experiences: Handler to 14- (-4 points). That gets him down to
150 points; he can buy the Skills he had to get rid of
Cost Skill after he earns a few Experience Points.
6 +2 with Firearms Now Tim has to choose some Disadvantages
4 +2 versus Range Modifier with Pistols for Randall Irons — he needs 75 points’ worth of
3 Fast Draw (Small Arms) 12- them. The first one is obvious: he wants Randall
3 Navigation 12- Irons to be a true hero, the sort of man who’ll pass
3 Tactics 12- up an opportunity to attack a villain if he has to
3 WF: Small Arms, Blades rescue a hostage, won’t hit a lady (and treats women
in general with respect), and so on. The GM accepts
Since the Great War ended, Irons has traveled
this as a valid Disadvantage, so Tim notes it on his
all over the world having adventures. Tim gives him
character sheet:
some Skills to represent his early adventuring career:
Sidekick ■ Chapter One 83

Value Disadvantage the lovely Drisana, the daughter of a rajah and crimi-
15 Psychological Limitation: True-Blue Hero nal mastermind in India whom Irons and his friends
(Common, Strong) have clashed with on several occasions. Drisana obvi-
ously has romantic feelings for Irons, and to some
15 points down, 60 to go. Tim decides Irons is extent he reciprocates them... but she’s her father’s
the type of man who sometimes gets in over his head. daughter, with criminal inclinations and a hunger for
He can’t resist a serious challenge (even if he’s out- wealth and power, so it’s a match that can never be
matched) and thinks he can handle any problem — in (unless Irons somehow manages to reform her).
short, he’s a little too overconfident for his own good:
Value Disadvantage
Value Disadvantage 10 Hunted: Drisana 8- (As Pow, Capture [to
15 Psychological Limitation: Overconfidence force Irons to marry her and become her
(Very Common, Moderate) willing consort])
In his military and adventuring careers, Irons Speaking of romance, Tim thinks Irons, with his
has made a few enemies. The first is “Colonel” Bruce good looks and winning ways, is probably something
Forsythe, a former British military officer. Irons dis- of a lady’s man. Maybe that’s inspired a little jealousy
obeyed Forsythe’s badly-conceived orders several in one of the other PCs. In fact, the idea of having
times during the war, and eventually exposed Forsythe a Rivalry with another PC appeals to Tim; it would
as a traitor. Forsythe escaped justice and became an make for great roleplaying! He approaches Eric with
adventurer, ever eager for revenge against his hated this idea, since Eric’s character, a bitter piano player
nemesis Irons. In short, Forsythe is a Hunted; he named Hamilton Cross, is just the type to resent
counts as “More Powerful” than Irons because he has a Irons’s success with women. Eric likes the idea, too,
lot of money and contacts he can use. so Tim notes on his character sheet:
Value Disadvantage Value Disadvantage
20 Hunted: “Colonel” Bruce Forsythe 11- (Mo 15 Rivalry: Professional and Romantic (with
Pow, Capture/Kill) Hamilton Cross, another PC)
That’s 50 points worth of Disadvantages so far; That does it! Randall Irons now has 75 points’
Tim needs 25 more. He decides another Hunted worth of Disadvantages, so he’s ready to play. Here’s
would be in order, but he wants something a little dif- what the final character sheet looks like:
ferent, with a bit of a romantic twist to it. He chooses
84 ■ Character Creation Hero System 5th Edition
RANDALL IRONS 2 Knowledge Skill: Legends And Lore 11-
Val Char Cost Roll Notes 1 Language: French (basic conversation; Eng-
15 STR 5 12- Lift 200 kg; 3d6 [1] lish is native)
15 DEX 15 12- OCV: 5/DCV: 5 1 Language: German (basic conversation)
18 CON 16 13- 4 Martial Arts: Martial Block
12 BODY 4 11- 3 Martial Arts: Martial Grab
13 INT 3 12- PER Roll 12- 4 Martial Arts: Martial Strike
13 EGO 6 12- ECV: 4 5 Martial Arts: Offensive Strike
20 PRE 10 13- PRE Attack: 4d6 3 Navigation 12-
14 COM 2 12- 3 Stealth 12-
3 Tactics 12-
6 PD 3 Total: 6 PD (0 rPD) 3 WF: Small Arms, Blades
6 ED 2 Total: 6 ED (0 rED)
4 SPD 15 Phases: 3, 6, 9, 12 Total Powers & Skills Cost: 59
7 REC 0 Total Cost: 150
36 END 0
75+ Disadvantages
29 STUN 0 Total Characteristics Cost: 91
20 Hunted: “Colonel” Bruce Forsythe 11- (Mo
Movement: Running: 6”/12” Pow, Capture/Kill)
10 Hunted: Drisana 8- (As Pow, Capture [to
Cost Skills END force Irons to marry her and become her
6 +2 with Firearms willing husband])
5 Animal Handler 14- 15 Psychological Limitation: True-Blue Hero
3 Climbing 12- (Common, Strong)
3 Combat Driving 12- 15 Psychological Limitation: Overconfidence
3 Fast Draw (Small Arms) 12- (Very Common, Moderate)
3 Gambling 12- 15 Rivalry: Professional and Romantic (with
2 Knowledge Skill: Africa 11- Hamilton Cross, another PC)
2 Knowledge Skill: Europe 11-
Total Disadvantage Points: 150
chapter two:

COMBAT AND ADVENTURING


86 ■ Combat And Adventuring Hero System 5th Edition

SENSES AND
PERCEPTION
haracters in the HERO System constantly LACK OF SENSES IN COMBAT

C perceive things — they see, hear, and smell


the world around them. In some games,
they may even have exotic Senses such as
“x-ray vision” or the ability to detect magic. Here’s
how they use those Senses.
If a character can use a Targeting Sense to per-
ceive his target, he can attack with his normal OCV
and DCV.
However, characters can’t always perceive their
opponents with Targeting Senses. For example,
a character may have been blinded by a Flash, or
his opponent could be Invisible. When a character
Perception Rolls cannot perceive his opponent with any Targeting
Characters aren’t always aware of everything Sense, he suffers modifiers to his OCV and DCV:
going on around them, especially during combat.
■ In HTH Combat, the character is at ½ OCV
If something isn’t obvious, the GM can have char-
and ½ DCV.
acters make a Perception Roll (“PER Roll”). Every
character’s base PER Roll is equal to 9 plus the ■ In Ranged Combat, the character is at 0 OCV
character’s Intelligence divided by 5. and ½ DCV.
Perception Roll =
(9 + (INT/5)) or less Sense Groups
To succeed with a PER Roll, the character The HERO System organizes senses into six
must roll this number or less on 3d6. The GM Sense Groups: Hearing; Mental; Radio; Sight; Smell/
should apply modifiers to this roll depending on Taste; and Touch. Characters have the regular five
the circumstances. For example, a bright object, senses humans have (Normal Hearing, Normal Sight,
a loud noise, or a strong odor would provide the Normal Smell, Normal Taste, and Normal Touch),
character with a bonus to his PER Roll, while trying plus any Enhanced Senses they buy (see pages 48-
to overhear a whisper or see something dark at 50). Sense Groups matter primarily when Sense-
night would probably involve a penalty. Affecting Powers (page 40) are used in the game.

Targeting And BLINDNESS AND OTHER


Nontargeting Senses MISSING SENSES
Not all Senses are equal — a normal human If a character lacks some of the normal senses people
can learn a lot more about someone by looking at have, he can take a Physical Limitation (page 79) to
him than by smelling him. To reflect this difference, reflect that:
all Senses are divided into two categories: Target- Blindness (All The Time, Fully Impairing): 25 Charac-
ing and Nontargeting. ter Points
Characters can use Targeting Senses to deter-
Deafness (All The Time, Greatly Impairing): 20 Char-
mine the exact location of a target in combat. For acter Points
most characters, Normal Sight is the only Target-
ing Sense. But some characters buy the Targeting No Sense Of Smell (Frequently, Greatly Impairing): 15
Character Points
Sense Modifier for other senses, or have unusual
senses like Radar that are Targeting Senses (see No Sense Of Taste (Infrequently, Slightly Impairing): 5
pages 48-50). Character Points
Nontargeting Senses include all senses other No Sense Of Touch (character suffers -3 OCV with
than Normal Sight. A Nontargeting Sense only weapons, and -3 on all Skill Rolls involving handling
allows a character to sense the general location of a or manipulating physical objects) (Frequently, Greatly
target in combat. Impairing); 15 Character Points
Sidekick ■ Chapter Two 87

ENTERING
COMBAT
nce the GM decides to begin combat, left-hand side of the table, then read across. Each

O matters like scale and time become very


important. There are more rules for
combat than for other subjects because
keeping track of all the details can be crucial.
column represents one of the Segments in a Turn;
the character has a Phase in each Segment marked
with an X. For example, a character with a SPD of 4
has Phases in Segments 3, 6, 9, and 12.
A character’s Phase begins on his DEX in each
of the indicated Segments. For example, if a char-
COMBAT BASICS acter has SPD 5, DEX 20, his first Phase in a Turn
begins in Segment 3 on DEX 20.
In a combat featuring many characters, GMs
Game Scale may wish to ignore the SPD Chart to make combat
go more quickly and smoothly. Simply allow each
The HERO System uses an increment of mea- character to act once per “combat round.”
surement called inches (or sometimes “hexes”).
Each inch represents 2 meters (approximately 6.5
feet) in the game setting (thus, 1” = 2m).
THE SPEED CHART
Segments
One game inch (hex) = 2 meters = 6.5 feet 1 2 3 4 5 6 7 8 9 10 11 12
1 – – – – – – X – – – – –
Combat Time 2 –
3 –





X
– X –
– – –

X
– – –
– – –
X
X
Character’s Speed

The HERO System divides combat time into 4 – – X – – X – – X – – X


three separate time increments: Turn, Segment, 5 – – X – X – – X – X – X
and Phase. 6 – X – X – X – X – X – X
7 – X – X – X X – X – X X
TURN
8 – X X – X X – X X – X X
The basic time frame of combat is called a Turn. 9 – X X X – X X X – X X X
Each Turn equals 12 seconds of time. Each Turn a 10 – X X X X X – X X X X X
character gets to perform a number of Actions equal 11 – X X X X X X X X X X X
to his Speed (SPD), as described below. 12 X X X X X X X X X X X X
SEGMENT
A Turn consists of 12 Segments, each 1 second
long. After every Segment 12, before the next Turn SPEED QUICK-
begins, there is a Post-Segment 12 period which
takes no time. At this time most characters auto- REFERENCE TABLE
matically get to take a Recovery (see page 100).
If Your SPD Is You Have Phases In Segments
Who Acts First 1 7
Characters who can perform an Action in a
2 6, 12
Segment (i.e., who have a Phase; see below) do so
in order of their DEX values. The character with 3 4, 8, 12
the highest DEX score goes first, the second highest 4 3, 6, 9, 12
goes next, and so on. Two or more characters with 5 3, 5, 8, 10, 12
the same DEX who act in the same Segment should
each roll 1d6; the one with the highest roll acts first. 6 2, 4, 6, 8, 10, 12
Ties should roll again. 7 2, 4, 6, 7, 9, 11, 12
PHASE 8 2, 3, 5, 6, 8, 9, 11, 12
A Segment on which a character can act is 9 2, 3, 4, 6, 7, 8, 10, 11, 12
one of his Phases. Each character has a number 10 2, 3, 4, 5, 6, 8, 9, 10, 11, 12
of Phases in each Turn equal to his Speed (SPD). 11 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12
For instance, a SPD 5 character has five Phases; the
12 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12
character can perform an Action in each Phase. The
Speed Chart tells you which Segments a character’s
Phases occur in. Find the character’s SPD on the
88 ■ Combat And Adventuring Hero System 5th Edition

ACTIONS TABLE BEGINNING COMBAT


Time Move Combat always begins on Segment 12. This
Action Required Required gives everyone a chance to act and then take a Post-
Brace 0 Phase — Segment 12 Recovery. If combat begins with a Sur-
Grab ½ Phase $* — prise attack (page 93), the targets don’t get to act on
Haymaker ½ Phase #* — Segment 12 — the attackers get a free Action.
Move By 1 Phase % 1” As in any other Segment, the character with
Move Through 1 Phase % 1” the highest DEX goes first in Segment 12, and the
Set 1 Phase — GM then counts down the DEXs until no one else
Set and Brace 1 Phase —
has a Phase. For example, if Andarra has a DEX
Other Combat Maneuvers
of 17, GM the would say “DEX 19, 18, 17... okay,
Any action which requires ½ Phase * —
an Attack Roll Andarra, your Action”). This is typically referred to
Accelerating/decelerating 0 Phase — as a having a character’s DEX “come up” or “occur.”
Change clothes 1 Phase —
Draw a weapon ½ Phase —
Make a Presence Attack No Time — Actions
Make a roll at the GM’s No Time — As discussed above, a Phase is a Segment in
request which a character can act, i.e., perform an Action.
Make a Skill Roll Variable —
During a Phase, a character may perform one or
Open a door ½ Phase —
Get to one’s feet ½ Phase —
more Actions, depending upon the nature of those
Recover from being 1 Phase — Actions and the order in which they’re performed.
Stunned There are four basic types of Actions: Full-
Shift a Multipower 0 Phase & — Phase; Half Phase; Zero-Phase; and Actions which
Shift Skill Levels 0 Phase & — take no time. Attack Actions are a special type of
Speaking (conversation) Variable — Half Phase Action.
Speaking (soliloquy) No Time —
Start a vehicle ½ Phase — Full-Phase Actions
Take a Recovery 1 Phase — Full-Phase Actions take a character’s entire
Turn on a Power 0 Phase — Phase; he can do nothing else and take no other
Turn off a Power 0 Phase — Actions that Phase. Examples of Full Phase Actions
Use more than half of 1 Phase Full Move include a character using more than half of his
your inches of movement inches of movement, taking a Recovery, recovering
Use up to half of your ½ Phase Half Move from being Stunned, or changing a Clip.
inches of movement
Half Phase Actions
# Action takes place at the very end of the next Second are Half Phase Actions. These only
Segment require half a Phase to perform (in other words,
$ A character who has made a successful Grab a character can perform two Half Phase Actions
can squeeze the target for his normal STR per Phase). Half Phase Actions include a character
damage or Throw him. using up to half of his inches of movement, open-
* Attack Action — the character may not per ing a door, or making most PER Rolls or Skill Rolls
form another Action after these Actions, but (though the time on the latter can vary, depending
may perform a Half Phase Action before these on the Skill and the circumstances). Attack Actions
Actions. are a special type of Half Phase Action (see below).
% Move By and Move Through are usually per
formed at the end of a Full Move, and thus take
Zero-Phase Actions
a Full Phase. However, a character could per A character may perform as many Zero-Phase
form one after taking a Half Phase Action such Actions as he wishes at the beginning of a Phase
as opening a door. or after performing a Half Phase Action, but not
& Even though they are Zero-Phase Actions, a after performing an Attack Action or a Full-Phase
character can only perform these Actions once Action. Examples include activating a Power, turn-
per Segment. ing off a Power, or allocating Skill Levels.
Actions Which Take No Time
As the term implies, these Actions take no
time to perform — a character may perform them
whenever he wishes (even on a Segment in which
he doesn’t have a Phase) and as often as he wishes.
Examples including making a Presence Attack,
making a soliloquy, or making a roll at the GM’s
request.
Attack Actions
Attack Actions — Actions requiring or involv-
ing any kind of Attack Roll, such as using Mind
Sidekick ■ Chapter Two 89

Control, using a Combat Maneuver, projecting ENDURANCE


an Energy Blast, punching, or Blocking — are a
Aborting An Action COSTS IN
special case. Attack Actions only take a Half Phase, Sometimes a character can act first to protect COMBAT
but must be the last action the character performs himself by Aborting an Action. An Action that’s
in the Phase. A character can Half Move and then Aborted to always “goes first,” even if an opponent Here’s a quick reference
attack, but can’t attack and then Half Move. Per- is already attacking or has a higher DEX. to help you remember
forming an Attack Action brings a character’s Phase A character can only Abort his next Action Endurance (END) costs
to an end — he can perform no other Actions after to perform one or more of the following defensive during combat.
performing an Attack Action. Actions:
If a character performs a Combat Maneuver ■ Block
or other maneuver which modifies his OCV, DCV, ■ Strength (STR): STR
Dodge
damage done, or other factors, any modifiers from costs 1 END per 10
the Maneuver remain in effect from when the ■ Activating a Defense Power or any Power that points used (or 1 END
character performs the Maneuver until the begin- provides some significant form of protection per 5 STR in some
ning of his next Phase. Thus, a SPD 3 character ■ Switching forms, shapes, or identities to obtain Heroic games). For
who Dodges on his Phase in Segment 4 retains the more defense or protection example, a superhero
Maneuver’s +3 DCV bonus until the beginning of who uses STR 50 to
■ Decelerating or turning while moving punch spends 5 END to
his next Phase in Segment 8.
■ Any other Action deemed by the GM to be do so.
WHO GOES FIRST? primarily for purposes of defending or pro-
If there’s some question as to the exact timing tecting the character.
of Actions, here’s how to resolve it:
Aborting an Action requires the character’s Powers: Most Powers
1. In most situations, resolve the problem with DEX next full Phase to perform (unless the character is cost 1 END per 10
Rolls — the character who makes his DEX Roll by Holding An Action, in which case Aborting uses Active Points in them.
the most gets to act first; if both characters make the Held Action). Characters who are Surprised For example, an Energy
the roll by the same amount, the Actions go off (page 93) ordinarily cannot Abort, but the GM may Blast 8d6 (40 Active
simultaneously. allow this. Points) costs 4 END
Once a character performs an Attack Action each time it’s used; an
2. If a character is Holding An Action (see below) Energy Blast 8d6, Armor
and chooses to make a defensive action, his Action or uses his full Phase in a particular Segment, he
Piercing (60 Active
automatically occurs first, before the Action of the cannot Abort to any action until the next Segment. Points) costs 6 END per
character attacking him. Example: Lazer has DEX 20 and SPD 5. Because use.
3. If a character Aborts his Phase (see below), his he has SPD 5, he has Phases in Segments 3, 5,
defensive Action automatically occurs first, before 8, 10, and 12. Someone attacks him in Segment Some Powers, like
6, so he decides to Abort to Dodge. This uses Armor, Clinging, and
the Action of the character attacking him.
Mind Link, do not cost
up his next full Phase, the one in Segment 8
END at all. See the indi-
— when Segment 8 rolls around, Lazer can do vidual Power descrip-
Holding An Action nothing (but at least he still has the extra DCV tions for information (or
A character may choose not to act when his from the Dodge). the reference table on
DEX indicates his Phase begins. He may wait until page 42).
If Lazer was attacked in Segment 5 before DEX
a lower DEX or until some event occurs (“I wait 20 occurred in the initiative order, he could still
until he strikes”; “I wait until he comes around the Powers that normally
choose to Abort to Dodge. This would cost him
corner”). This is known as Holding an Action (or cost END may have
his Phase in Segment 5, since he hadn’t yet acted the Advantage Reduced
delaying or reserving a Phase). in Segment 5. If Lazer was attacked in Segment Endurance (which
A character may Hold his Action until a later 5 after he made a Half Move and was Holding reduces the END cost
DEX in one of his Phases or until a later Segment. his remaining Half Phase Action, he could Abort to half or zero) or the
However, he can never use a Held Action to take to Dodge and sacrifice his Held Half Phase; he Limitation Increased
two Actions in one Segment — he loses any Held would not have to use up a full Phase. Endurance Cost (which
Action when the next Segment in which he has a makes them cost more
Phase begins, because he can only have one Phase If Lazer made an attack on Segment 5, and END than normal).
at a time. A character who waits a whole Turn with- someone attacked him after he used up his
out taking an Action still has only one Phase saved. full Phase with his Attack Action, he could not Powers that don’t nor-
A character may perform a Half Phase Action Abort to Dodge — he would have to wait until mally cost END may
and then Hold a Half Phase so he can perform a the next Segment, Segment 6, since he’s already have the Limitation
Half Phase Action later. used up his full Phase in Segment 5. Costs Endurance, which
makes them cost END at
A character can usually use a Held Action
the standard rate, and/or
at any time. If two characters want to perform the Limitation Increased
an Action at the same time, see Who Goes First?, Endurance Cost, which
above. makes them cost more
END than normal.
90 ■ Combat And Adventuring Hero System 5th Edition

FIGHTING
lthough combat in the HERO System or less within arm’s reach of each other); typically it

A
HOW YOU WANT TO
ROLL THE DICE involves a lot of rules and options, it is really involves punching or melee weapons such as swords.
IN COMBAT quite simple. Once you read the rules and Ranged Combat is any combat between charac-
try them out, you shouldn’t have any trouble ters who are not in HTH distance of each other; it
Here’s a quick summary running all sorts of battles. Here’s the basic procedure: requires weapons such as guns or bows, or Ranged
of the core resolution Powers such as Energy Blasts or RKAs.
1. The player decides what Action his character will
mechanics in HERO
perform in the character’s Phase.
System combat — in
other words, how you 2. If the character attacks a target, he must make an ATTACK ROLLS AND
want to roll the dice Attack Roll to hit.
when fighting. a. If the Attack Roll fails, the attack misses and
COMBAT VALUE
the character’s Phase ends; the GM moves on The first step in combat is to determine whether
Skill Rolls, Characteris- to the next character who has a Phase in that an attack hits its intended target. To do that, you need
tic Rolls, and Perception Segment. to know the attacker’s OCV, the target’s DCV, and the
Rolls: You want to roll results of the attacker’s Attack Roll.
b. If the Attack Roll succeeds, the character
low on 3d6; the lower
determines how much damage the attack does
the roll, the more likely
you are to succeed.
and/or its effect. The character’s Phase then
ends, and the GM goes on to the next character
The Attack Roll
who has a Phase in that Segment. To determine if an attack hits its target, you
Attack Rolls: You want make an Attack Roll using 3d6. You calculate the
to roll low on 3d6 to All combat can be divided into two types: Attack Roll this way:
hit; the lower you roll, Hand-To-Hand Combat (HTH) and Ranged Combat.
the more likely you HTH Combat is combat between characters stand- Attack Roll =
are to hit your target. (11 + Attacker’s OCV - Target’s DCV) or less
ing in the same or adjacent hexes (i.e., who are more
This applies to physical
combat, mental combat,
and any other type of
combat.
ATTACK ROLL QUICK-REFERENCE TABLE
Target’s DCV
However, when you’re
rolling the dice of 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
damage or effect for 1 11 10 9 8 7 6 5 4 3 3 3 3 3 3 3
your attack, you want
to roll high. The higher 2 12 11 10 9 8 7 6 5 4 3 3 3 3 3 3
you roll, the more
damage you do to the 3 13 12 11 10 9 8 7 6 5 4 3 3 3 3 3
target, or the greater 4 14 13 12 11 10 9 8 7 6 5 4 3 3 3 3
the effect your attack
has. 5 15 14 13 12 11 10 9 8 7 6 5 4 3 3 3
6 16 15 14 13 12 11 10 9 8 7 6 5 4 3 3
7 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3
OCV

8 17 17 16 15 14 13 12 11 10 9 8 7 6 5 4
9 17 17 17 16 15 14 13 12 11 10 9 8 7 6 5
10 17 17 17 17 16 15 14 13 12 11 10 9 8 7 6
11 17 17 17 17 17 16 15 14 13 12 11 10 9 8 7
12 17 17 17 17 17 17 16 15 14 13 12 11 10 9 8
13 17 17 17 17 17 17 17 16 15 14 13 12 11 10 9
14 17 17 17 17 17 17 17 17 16 15 14 13 12 11 10
15 17 17 17 17 17 17 17 17 17 16 15 14 13 12 11
Sidekick ■ Chapter Two 91

Example: If the attacker’s OCV is 8 and the 5) Apply any Combat Modifiers. ALTERNATE
target’s DCV is 6, then the Attack Roll is 11 + 8 6) Apply the Range Modifier (if applicable). ATTACK ROLL
- 6 = 13 or less. CALCULATION
7) Apply any other modifiers.
If the attacker has an OCV of 7 and the target
8) Apply any modifiers which halve OCV (or oth- If you’re having a little
has a DCV of 10, then the Attack Roll is 11 + 7
erwise reduce it by a fraction or percentage). trouble calculating
- 10 = 8 or less.
Attack Rolls, you may
DCV CHECKLIST want to try this method
A result of 3 on an Attack Roll always suc-
ceeds; a result of 18 always fails. instead:
1) Determine base DCV (character’s DEX/3).
To speed play, use the chart on page 90 to
2) Add any applicable Combat Skill Levels which 11 + Attacker’s OCV
determine the Attack Roll.
the character wishes to use to increase his DCV. - 3d6 roll = the DCV the
3) Apply any modifiers for the particular weapon, attacker hit
Calculating OCV And DCV armor, or shield being used.
In other words:
4) Apply any modifiers for the particular Combat
COMBAT SEQUENCE Maneuver or Martial Maneuver being used. 1. The attacker adds 11
to his OCV.
5) Apply any Combat Modifiers.
CHECKLIST 6) Apply any other modifiers.
2. The attacker then
1) Determine the attacker’s Offensive Combat Value 7) Apply any modifiers which halve DCV (or oth- rolls 3d6 and subtracts
(OCV). Base OCV is DEX/3. erwise reduce it by a fraction or percentage). You the result from the total
2) Determine the target’s Defensive Combat Value can only halve DCV once, even if multiple “half of Step (1).
(DCV). Base DCV is DEX/3 for characters, and DCV” penalties apply.
depends on size for objects. 3. The final result is the
8) A character’s minimum DCV is 0, regardless of DCV the attacker hits
3) Attacker makes an Attack Roll (3d6). To hit the target, modifiers. Any modifiers affect a character’s DCV
the attacker must roll less than or equal to (11 + attack- with his attack.
versus both HTH and Ranged attacks.
er’s OCV - target’s DCV).
This method may be
4) If the Attack Roll fails, the attack misses, and the
attacker’s Phase ends. The GM moves on to the next DCV MODIFIERS TABLE easier for some players
to understand. It also
character who has a Phase in that Segment.
Character Is DCV allows the GM to keep
5) If the Attack Roll succeeds, the attacker hits; deter- Affected by EGO +30 Mental Illusion ½ the target’s DCV a secret
mine the damage and its effects, or any other effect of Affected by PRE/EGO +20 Presence Attack ½ if he wants to.
the attack. The attacker’s Phase ends; the GM moves on
Affected by PRE/EGO +30 Presence Attack 0
to the next character who has a Phase in that Segment. For example, suppose
Attacked from behind out of combat ½
the attacker has OCV
Attacked from behind in combat ½
Obviously, the key factors in figuring out 8. He adds 11 for a total
Braced ½
whether an Attack Roll succeeds are the OCV and of 19. He then rolls 3d6
Bulky Focus, character is carrying ½ and gets a 12. Since 19
DCV involved. Base OCV and DCV are figured as
Climbing ½ - 12 = 7, he hits DCV 7.
follows:
Encumbered (depending on degree) -0 to -5 If the target has DCV 7
Base OCV = Attacker’s DEX/3 Entangled 0 or less, the attack hits; if
Fighting in a cluttered or cramped area -2 the target has DCV 8 or
Base DCV = Target’s DEX/3 higher, the attack misses.
Flash/Darkness/Invisibility, affected by ½
It’s called base OCV and DCV because many Grabbed by another character ½
things can modify OCV and DCV. The accompany- Grabbing another character ½
ing checklists and the DCV Modifiers Table help In the water -2
you determine a character’s final OCV and DCV in Intoxicated -2
any situation. In zero gravity ½
Knocked Out 0
OCV CHECKLIST
On a narrow surface (tightrope, ledge) -2
1) Determine base OCV (character’s DEX/3). On ice, mud, or other slippery surfaces -1
Prone ½
2) Add any applicable Combat Skill Levels which
Recovering from being Stunned ½
the character wishes to use to increase his OCV.
Sleeping 0
3) Apply any modifiers for the particular weapon Stunned ½
or armor being used. Surprised (in combat) ½
4) Apply any modifiers for the particular Combat Surprised (out of combat) ½
Maneuver or Martial Maneuver being used. Taking a Recovery ½
Underwater -2
Using Noncombat Movement ½
Using a Power with Concentration ½
92 ■ Combat And Adventuring Hero System 5th Edition

RANGE MODIFIER Roll is (11 + OECV - Target’s DECV) or less on


When a character attacks a target at Range, 3d6. Apply appropriate modifiers (but not the
the attack is subject to the Range Modifier, since it’s Range Modifier, since Mental Powers work on a
harder to hit far-away targets. The Range Modifier Line Of Sight basis [page 39]).
Table lists the OCV penalties for different ranges. A character using a Mental Power uses EGO
instead of DEX to determine when he acts in the
Phase. If he wants to take any physical actions
RANGE MODIFIER TABLE (such as making a Half Move) first, he must wait
until his DEX comes up, move, and then use his
Range OCV Modifier Mental Power.
0-4” -0
5-8” -2
9-16” -4 COMBAT MODIFIERS
17-32” -6
33-64” -8
The following situations, circumstances, and
65-128” -10
actions can affect characters’ Attack Rolls.
...and so forth AREA OF EFFECT ATTACK
If a character uses an Area Of Effect attack,
or a Power that inherently affects an area (such as
Mental Combat Change Environment, Darkness, or Images), he
Almost all attacks use the ordinary Attack targets a hex with it rather than a character. A hex
Rolls and CV described above. However, Mental has a DCV of 3 (meaning it’s usually easy to hit for
Powers use Ego Combat Value (ECV) instead of most characters). If the attack hits, it automatically
the normal Combat Value. You can divide ECV hits everyone in the area. If it misses, it’s so far off
into Offensive ECV (OECV) and Defensive ECV target it hurts no one (though the GM may have it
(DECV), just like CV. The Powers which use ECV cause some collateral damage to the environment).
are Ego Attack, Mental Illusions, Mind Control, Characters attack with Explosions (page 64)
Mind Link, Mind Scan, Telepathy, and Powers the same way.
bought with the Advantage Based On ECV.
AUTOFIRE
A character’s base ECV is:
Automatic weapons and Powers bought with
Base ECV = EGO/3 the Advantage Autofire can fire more than one
Substituting ECV for CV, Mental Combat attack with a single Attack Roll. Thus, they can hit
works just the same as normal combat. The Attack one target several times or several targets with one

COMBAT MODIFIERS TABLE


Modifier Notes OCV DCV
Area Of Effect Attack Must hit hex’s DCV (3; 0 if adjacent) — —
Autofire More than one shot; 1 hit/2 points roll is made by +0 -0
Concealment Target half hidden -2 —
Only target’s head and shoulders visible -4 —
Encumbrance Attacker is weighed down — -0 - -5
Environmental Conditions Various ambient conditions or situations Varies Varies
Explosions Treat like Area Of Effect — —
Off Hand Using off hand -3 —
Surprised In combat — x½
Out of combat, take x2 Stun — x½
Surprise Move GM decides +1 to +3 —
Target Prone May also have Concealment — x½
Target Size Fills 1 hex/2x human sized +2 —
Fills 2 hexes/4x human +4 —
Fills 4 hexes/8x human sized +6 —
½ human sized -2 —
¼ human sized -4 —
1/8 human sized -6 —
Unfamiliar Weapon Character lacks appropriate Weapon Familiarity -3 —
Sidekick ■ Chapter Two 93

attack. The character declares how many shots he ENVIRONMENTAL CONDITIONS AUTOFIRE EXAMPLE
wants to fire, up to the maximum of five. The Environmental Conditions Table lists
If a character makes an Autofire attack against some typical environmental conditions and the Andarra fires at three
a single target, he hits with one attack if he makes problems they can cause in combat. Characters rock creatures in a 5
his Attack Roll exactly. For every full 2 points by can eliminate these penalties using the listed Skills hex continuous line. She
which he makes the Attack Roll, he hits the target or by buying the Talent Environmental Movement takes a -5 on her OCV
an additional time (to a maximum of the number for firing at each target
(page 32).
of shots fired). For example, if he needed a 13- to (-1 for each hex in the
hit his target, and rolled a 9, he would hit his target line). Andarra has an
3 times (once at 13, once at 11, and once at 9). ENVIRONMENTAL OCV of 6. Each rock
creature has a DCV of
If a character makes an Autofire attack against
multiple targets, he must declare the targets and
CONDITIONS TABLE 4. Andarra’s first Attack
Roll is 11 + 6 - 4 - 5 = 8
count a line of continuous hexes that includes all or less. Andarra rolls a
Condition Problem; Modifiers
the targets. The character suffers a -1 OCV penalty Climbing Depending on the difficulty of 5, hitting the first rock
for each hex in the line; he must make a separate the climb, reduce DCV by up creature (each target
Attack Roll for each target fired at. Each target to half. can only get hit once).
can only get hit one time. The character must fire Cluttered, Cramped -2 DCV, -1 OCV (or worse) Andarra rolls to hit the
a minimum of one shot into each hex, even if no unless character succeeds with second rock creature
target occupies it (thus, a character with an Autofire an Acrobatics roll. and gets a 9, missing
Intoxication -2 OCV, -2 DCV. it altogether. Then she
weapon can affect a maximum of 5 hexes, and, at
Narrow Surfaces -2 DCV and -2 DC to all attacks rolls a 6 and hits the
most, 5 separate targets). If the character misses third rock creature.
one of the targets, he may continue down the line unless character succeeds with
an Acrobatics roll.
of hexes attempting to hit other targets.
Poor Footing -1 DCV and -1 DC to all attacks
CONCEALMENT unless character succeeds with a
Breakfall roll.
Targets which are partly Concealed or “behind
Water Underwater: -2 DCV and -2 DC
cover” are harder to hit. If a target is half Concealed to all attacks unless character has
(like a person behind a table or leaning around TF: SCUBA.
a corner), the attacker suffers a -2 OCV. If only a Standing in water: -2 DCV
person’s head is showing (like someone peering out unless character succeeds with a
of a door), the attacker suffers a -4 OCV. Breakfall roll.
Zero-Gravity -3 OCV, ½ DCV, and -3 DCs
ENCUMBRANCE unless character makes a PS:
A character who carries around heavy equip- Zero-G Operations roll.
ment may become encumbered, and therefore not
able to fight as well. As indicated on the accompa- OFF HAND
nying table, Encumbrance can affect the character’s A weapon used in the character’s “off ” hand
DEX-based rolls, DCV, and rate of movement, and suffers a -3 OCV penalty. The Talent Ambidexterity
may tire him out quickly. eliminates this penalty.

ENCUMBRANCE TABLE SURPRISED


This Combat Modifier applies when the char-
Total Weight DCV/DEX END Cost acter is attacked from behind, above, by an invisible
Carried Roll Movement per Turn attacker, from ambush, or any other situation where
Up to 10% -0 — 0 he is surprised by the attack. The GM decides
10-24% -1 — 0 whether a character is “surprised” based on the cir-
cumstances.
25-49% -2 -1” 1
A character Surprised while out of combat
50-74% -3 -2” 2 is at ½ DCV and takes 2x STUN from the attack
75-89% -4 -4” 3 (multiply the STUN before the character applies his
90-100% -5 -8” 4 defenses). This includes attacks against sleeping or
Knocked Out characters.
Notes A character Surprised while in combat is at ½
Total Weight Carried: A percentage of the total weight a DCV, but the STUN damage remains normal.
character can lift, as indicated by the Strength Table (page
17). SURPRISE MOVE
END Cost Per Turn: When Encumbered in combat, the A Surprise Move is any maneuver a character
character uses this much END per Turn, in addition to makes which startles an opponent, tricks an enemy or
any other END used for STR, Powers, and the like. takes advantage of his unperceptiveness, or involves
an unexpected action which provides the attacker
with a new angle of attack. The GM should reward
this sort of inventiveness on the part of the player
with an OCV bonus of +1 to +3 for that attack.
94 ■ Combat And Adventuring Hero System 5th Edition
HERO SYSTEM TARGET SIZE BRACE
OPTIONAL COMBAT Inanimate objects larger or smaller than Brace allows a character to brace himself to
MANEUVERS normal human size (1” tall) are easier or harder to steady his aim and improve his accuracy at range.
hit: a target 2x human size is +2 to an attacker’s To Brace, a character must take a Zero-Phase
The full HERO System OCV, a target 4x human size is +4, and so on; a Action to steady himself; this gives him +2 OCV
rules contain Optional target ½ human Size is -2 to an attacker’s OCV, one only to offset the Range Modifier, but halves his
Combat Maneuvers that ¼ human size is -4, and so forth. DCV. Characters can combine Brace with Set.
characters can use. They These same modifiers apply to PER Rolls made
add more options to DISARM
to perceive large or small objects.
combat, but also com- Disarm allows a character to knock a weapon
plexity: UNFAMILIAR WEAPON or hand-held object out of another character’s grasp.
Blazing Away A character must have Weapon Familiarity If the Attack Roll succeeds, the characters engage
Club Weapon with a weapon, or have paid Character Points for it, in a STR Versus STR Contest — each rolls 1d6 per
to use it properly. Otherwise, he suffers a -3 OCV 5 points of STR and counts the Normal Damage
Cover penalty. BODY (page 97). If the attacker’s BODY total is
Dive For Cover higher or the rolls tie, the Disarm succeeds and the
Hipshot target’s weapon or object goes flying ½d6 hexes in
Hurry
COMBAT MANEUVERS the direction of the strike. If the defender’s BODY
total is higher, he retains his grip on his weapon.
Although the number of different ways one
Pulling A Punch
character can strike another in combat is nearly DODGE
Rapid Fire infinite, the differences between the vast majority of Dodge improves a character’s chances to avoid
Roll With A Punch these maneuvers — in game terms — are minimal. an attack by giving him +3 DCV against all attacks.
Therefore, the HERO System rules define fighting Characters can Abort to Dodge. Using Dodge
Snap Shot with several Combat Maneuvers that cover most counts as an Attack Action.
Suppression Fire of the possibilities. Any character can use Combat
Maneuvers, but Martial Maneuvers cost Character GRAB
Sweep
Points (see Martial Arts, page 27). This Maneuver allows a character to get a hold
Combat Maneuvers can modify the character’s on another character or object.
OCV, DCV, damage done, and/or other factors. Any If the Attack Roll succeeds, the character has
modifiers from the Maneuver remain in effect from Grabbed his opponent. He can then do the fol-
when the character performs the Maneuver until lowing in the same Phase without making another
the beginning of the character’s next Phase. Thus, a Attack Roll:
SPD 3 character who Dodges on his Phase in Seg-
■ Squeeze the target, or smash him against
ment 4 retains the Maneuver’s +3 DCV bonus until
the beginning of his next Phase in Segment 8. something. This does the character’s STR
damage to the victim.
■ Throw the target against something. This does
Explanation Of the character’s STR damage to the victim, and
Standard Maneuvers subjects him to the non-damaging effects of a
Throw (see Martial Throw, below), but means
BLOCK the character has to let the victim go.
Block allows a character to block an oppo- If the character squeezes or smashes the
nent’s HTH attack and set himself up to deliver victim, he can do the same thing in later Phases, but
the next blow. Blocks do not affect Ranged attacks. this requires an Attack Action and an Attack Roll.
Using a Block is an Attack Action. Breaking free from a Grab requires a STR
A character must declare his intention to Versus STR Roll — each character rolls 1d6 per
Block before his attacker makes an Attack Roll. To 5 points of STR and counts the Normal Damage
attempt a Block, he makes an Attack Roll against BODY (page 97). If the attacker’s BODY total
his opponent’s OCV (not DCV). If successful, he is higher or the rolls tie, the victim remains
Blocks the attack and takes no damage. Further- Grabbed; if the victim’s roll is higher, he breaks
more, if these two characters both have their next free. If a character uses only half his STR to try
Phases in the same Segment, the character who to break free, the attempt is an Action that takes
Blocked automatically gets to act first, regardless of no time; if he uses more than half his STR, it’s an
relative DEX (the Blocking character’s opponent is Attack Action.
delayed until after the Blocking character’s DEX). A Grabbed character’s two arms are immo-
If a Block misses, the attacker still has to hit bilized. He can’t use most handheld weapons and
the Blocking character’s DCV. Accessible Foci. If a Grabbed character has more
A character who has successfully Blocked one than two manipulatory limbs (because he bought
attack can Block additional attacks made against him Extra Limbs), he can use the rest of them normally.
in that Segment or later Segments. Each additional A Grabbed character has ½ DCV against all
roll is made at a cumulative -2 penalty (second Block attacks. If he has a free limb or another way to
-2, third Block -4, and so on). If the character misses make an attack, he has a -3 OCV to attack the char-
any of his Blocks, or takes any Action besides Block- acter Grabbing him, and is at ½ OCV when attack-
ing, he cannot Block further attacks. ing other characters.
Sidekick ■ Chapter Two 95

COMBAT MANEUVERS TABLE


STANDARD MANEUVERS
Maneuver Phase OCV DCV Effects
Block ½ +0 +0 Block HTH attacks, Abort
Brace 0 +2 ½ +2 OCV only to offset Range Modifier
Disarm ½ -2 +0 Disarm target, requires STR vs. STR Roll
Dodge ½ — +3 Dodge all attacks, Abort
Grab ½ -1 -2 Grab Two Limbs; can squeeze or throw
Haymaker ½* 0 -5 +4 Damage Classes to any attack
Move By ½ -2 -2 ((STR/2) + (v/5))d6; attacker takes ⅓ damage
Move Through ½ -v/5 -3 (STR + (v/3))d6; attacker takes ½ or full damage
Set 1 +1 +0
Strike ½ +0 +0 STR damage or by weapon type
MARTIAL MANEUVERS
Maneuver Phase OCV DCV Effects
Choke Hold ½ -2 +0 Grab, 2d6 NND (see text)
Defensive Strike ½ +1 +3 STR Strike
Killing Strike ½ -2 +0 ½d6 HKA
Legsweep ½ +2 -1 STR +1d6 Strike; Target Falls
Martial Block ½ +2 +2 Block, Abort
Martial Disarm ½ -1 +1 Disarm, +10 STR to Roll
Martial Dodge ½ — +5 Dodge, affects all attacks, Abort
Martial Escape var +0 +0 +15 STR versus Grabs
Martial Grab ½ -1 -1 Grab Two Limbs, +10 STR for holding on
Martial Strike ½ +0 +2 STR +2d6 Strike
Martial Throw ½ +0 +1 STR + v/5 Strike; Target Falls
Nerve Strike ½ -1 +1 2d6 NND (see text)
Offensive Strike ½ -2 +1 STR +4d6 Strike
Sacrifice Throw ½ +2 +1 STR; You Fall, Target Falls
+1 Damage Class Adds to all Martial Maneuvers
Weapon Element Allows use of Martial Arts with weapons
* This maneuver takes one extra Segment to perform
EXPLANATION OF TERMS:
Phase: How long it takes to perform the Maneuver.
OCV: The Maneuver’s modification to OCV.
Dash (“—”): Not applicable.
DCV: The maneuver’s modification to the attacker’s DCV.
Effects: The damage or other effect done by the Maneuver. STR means the Maneuver does STR/5 in d6 of Normal Damage.
Abort: A character can Abort to this Maneuver (see page 89).

A character performing a Grab is at ½ DCV MOVE BY


against all attacks. He has his full OCV when attack- This Maneuver allows a character to attack
ing the Grabbed character, and is at ½ OCV if he while doing a Full Move past his target with Run-
attacks other characters while maintaining the Grab. ning, Leaping, Swimming, Flight, Gliding, or Swing-
HAYMAKER ing. If a Move By hits, it does half of the character’s
regular STR damage plus (Velocity/5)d6 Normal
A Haymaker is basically an all-out attack
Damage to the target (round down when divid-
— the character takes extra time to “wind up” a
ing velocity; characters can’t add partial Damage
punch, put extra force into his Energy Blast, aim
Classes this way). The character takes one-third of
carefully to hit a vital spot, or otherwise attack the
this damage himself (but may apply his defenses to
target powerfully. It takes one extra Segment to
it). If a Move By misses, the character keeps moving
execute — the character spends his Phase prepar-
past the target to the end of his Full Move.
ing, then launches the attack at the very end of the
next Segment — and if the target moves during MOVE THROUGH
that time, or the character suffers Knockback, the Move Through allows a character to attack
Haymaker automatically fails. It adds +4 Damage at the end of a Full Move with Running, Leap-
Classes (page 97) to an attack. It cannot add to ing, Swimming, Flight, Gliding, or Swinging — he
other Combat Maneuvers (except for Strike) or runs right into his opponent. This simulates ram-
Martial Maneuvers. ming attacks, tackles, and many similar actions.
96 ■ Combat And Adventuring Hero System 5th Edition
MARTIAL ARTS If the attack hits, it does the character’s regular Martial Escape: This Maneuver grants a character
STYLES STR damage + (Velocity/3)d6 in Normal Damage extra STR only for breaking free from Grabs.
(round down when dividing velocity; characters
can’t add partial Damage Classes this way). The Martial Throw: This Maneuver allows an attacker
Here are the Martial
character takes half of this damage himself (but to throw an opponent weighing no more than he
Maneuvers to buy if
you want your character may apply his defenses to it). If a Move Through can lift with his STR to the ground. This has several
to know a particular misses, the character keeps moving past the target effects.
style of martial arts. A to the end of his Full Move. First, the Thrower does his STR damage to the
character only has to Thrown character, plus 1d6 for every 5” of veloc-
buy at least 10 Char- SET ity the target had. If the Thrown character makes a
acter Points’ worth of This Combat Maneuver represents the effects Breakfall roll at -1 for every 2d6 of damage, he only
the maneuvers listed to of taking extra time to aim at a specific target, takes half damage. In either case, the target ends up
practice that style. prone in an adjacent hex.
thereby improving one’s accuracy. It requires a Full
Phase to establish, and provides a +1 OCV bonus Second, if the Thrower and Thrown character
Boxing: Martial Block, both have their next Phases in the same Segment,
to all attacks against that target until the character
Martial Grab, Martial the Thrower automatically gets to act first, regard-
Strike, Offensive Strike ends the Set (which occurs if the character does
anything other than aim at or attack the target, gets less of relative DEX (just like with a Block).
Fencing: (requires a Stunned or Knocked Out, and so forth). A charac- Nerve Strike: This maneuver allows a character to
sword; each +2d6 of ter can Set and Brace in a single Phase to get both do NND damage by striking particularly vulnerable
damage added by a bonuses (he also suffers both penalties). or sensitive parts of a target’s body. The defense to
Maneuver adds +1 the NND is rigid armor protecting the target’s vul-
STRIKE
Damage Class to the nerable spots or a PD Force Field.
weapon’s damage): This is the basic attack Maneuver. It includes
Defensive Strike, Martial attacks such as punches, kicks, elbow smashes, Sacrifice Throw: Identical to Martial Throw, but the
Block, Martial Disarm, headbutts, attacks with weapons, firing a gun, character performing the throw also ends up prone
Martial Strike, Offensive using Attack Powers (such as Drain, Energy Blast, in his own hex.
Strike. Entangle, or any other power requiring an Attack
Roll), and just about any other way a character can Weapon Element: A character must define his
Generic Martial Arts: hit another character. Martial Arts as Barehanded or using a particu-
Martial Block, Martial lar weapon. For example, Fencing is defined as
Dodge, Martial Strike, using swords. Defining Martial Arts as requiring a
Martial Throw, Offen-
sive Strike. MARTIAL ARTS weapon costs nothing, but the character cannot use
his Martial Arts with his bare hands.
Any character can use the basic Combat If a character defines his Martial Arts as Bare-
Jujutsu: Choke Hold, Maneuvers, but only those who have received spe- handed, he can buy Weapon Elements to allow him
Martial Block, Martial cial training, or have a particular aptitude for HTH to also use weapons with it. A Weapon Element
Disarm, Martial Escape, combat, know Martial Arts. Martial Arts is a Skill with a 1-point Weapon Familiarity category (page
Martial Grab, Martial
characters have to purchase; see page 27. 30) costs 1 point.
Strike, Martial Throw,
Sacrifice Throw. Defensive Strike, Martial Block, Martial When a character uses a Martial Maneuver
Disarm, Martial Dodge, Martial Grab, Martial with a weapon, substitute the weapon’s damage
Karate: Killing Strike, Strike, and Offensive Strike are similar to various for “STR” listed in the Damage/Effects column. If
Martial Block, Martial Standard Combat Maneuvers described above, but the weapon does Normal Damage, any damage
Disarm, Martial Dodge, provide modifiers to OCV, DCV, damage done, or bonuses from the Maneuver add to the weapon’s
Martial Strike, Offensive the like. The other Martial Maneuvers are explained damage directly; if the weapon does Killing
Strike. below. Damage, add half the maneuver’s damage bonus
dice as Damage Classes (page 97). For example, if a
Choke Hold: This maneuver allows the character to
Kung Fu: Killing Strike, sword does HKA 1d6, and a character uses it with
Legsweep, Martial Block, Grab an opponent’s head and neck and inflict NND
a Martial Maneuver that does +4d6 damage, the
Martial Disarm, Martial damage (he can also keep the victim from speak-
sword does (1d6 + 2 DCs =) 1½d6 damage.
Dodge, Martial Escape, ing). The defense against this NND is having rigid
Martial Grab, Martial armor on the neck, a PD Force Field, or Life Sup- +1 Damage Class: Extra Damage Classes increase
Strike, Martial Throw, port (Self-Contained Breathing). the damage done with Martial Maneuvers. Each
Nerve Strike, Offensive one purchased applies to all of a character’s Martial
Strike. Killing Strike: This Maneuver allows the character
Maneuvers. It adds +1d6 of damage, or +5 STR,
to do Killing Damage to the target without using
depending on the type of Maneuver.
Wrestling: Choke Hold, a weapon. It includes things like throat punches,
Martial Escape, Martial breaking bones, snapping a victim’s neck, and so on.
Grab, Martial Throw, Standard rules for HKAs and Killing Damage apply.
Sacrifice Throw.
Legsweep: This Maneuver knocks an opponent’s
legs out from under him, dashing him painfully to
the ground. See Martial Throw for details on the
effects of Throws.
Sidekick ■ Chapter Two 97

DETERMINING
DAMAGE
f an attack hits, you must determine how

I Normal Damage Attacks COUNTING


much damage it does. This involves rolling THE DICE
dice. The description of the Power, maneuver, Punches, blunt weapons like clubs, Energy
or weapon used indicates the number of dice Blasts, and concussion explosions are Normal One of the things that
to roll. For example, you’d roll eight dice for an Damage attacks. This type of damage tends to may slow down your
Energy Blast 8d6. knock an opponent out (by causing STUN damage) HERO System combat
Most damage in the HERO System is one of rather than kill him (by causing BODY damage). is counting the damage
two types: Normal Damage or Killing Damage. For Normal Damage, the total on the dice is dice — particularly if
Normal Damage is caused by things like punches, the amount of STUN damage the attack does. To you’re in a game where
clubs, and Energy Blasts; it’s intended primarily to determine how much BODY damage it does, look characters have high-
Stun the target. Killing Damage is done by things at the numbers rolled on the dice: a 1 is 0 BODY; damage attacks, such
like bullets, swords, and claws; it’s intended to a 2-5 is 1 BODY, and a 6 is 2 BODY. Thus, a 6d6 as a superhero game.
injure or kill the target. Normal Damage attack which rolls 6, 5, 4, 4, 2, Here are a few tips to
and 1 does 22 STUN and 6 BODY. The number of make counting the
BODY done is usually close to the number of dice damage dice quicker
Damage Class rolled. and easier:
To make it easy to compare different types of
—Group dice into 10s,
damage, the HERO System uses Damage Classes, or
“DCs.” The accompanying table lists the DCs for
NORMAL DAMAGE such as 6-4, 3-3-2-2-,
5-5, and so forth. Then
Normal and Killing Damage. Each die for you can quickly add up
Damage Classes become important when you Normal Attack BODY done the 10s and any remain-
add damage to an attack via Martial Maneuvers or 1 0 (zero) der dice.
the like. A Maneuver that adds +2 DCs to a weapon 2-5 1
adds +2d6 to a Normal Damage weapon, but 6 2 —When counting
doesn’t add that much to a Killing Damage weapon. Normal Damage
No matter how a character adds damage to an BODY, compare 6s
attack, he cannot do more than double the base DCs Killing Damage Attacks and 1s. If they’re equal,
of the attack. For example, if a character has a sword Claws, knives, bullets, and similar attacks do then the BODY damage
that does HKA 1d6+1 damage (4 DCs), the most Killing Damage. This type of damage is more likely equals the number
damage he can do with that sword is HKA 2½d6 (8 than Normal Damage to kill an opponent. of dice rolled (the “0
DCs), no matter how strong or skilled he is. For Killing Damage, the total on the dice is the BODY” from the 1s
averages out the “2
amount of BODY the attack does. To determine the
BODY” from the 6s). If
DAMAGE CLASS TABLE STUN done, the character rolls a STUN Multiplier you have more 6s than
— 1d6-1 (minimum of 1) — and multiplies the 1s, you do that many
DC Killing Normal result by the amount of BODY done. For example, more points of BODY
1 1 point 1d6 suppose an RKA 3d6 rolls 3 + 4 + 5 = 12. That’s 12 than the dice rolled; if
2 ½d6 2d6 BODY damage. Then you roll another die for the you have more 1s than
3 1d6 3d6 STUN Multiplier. If it comes up 5, the Multiplier is 6s, you do that many
4 1d6+1 4d6 BODY less than the dice
(5 - 1 =) 4, so the attack does 48 STUN (4 x 12).
5 1½d6 5d6 rolled.
6 2d6 6d6
7 2d6+1 7d6
8 2½d6 8d6 TAKING DAMAGE
9 3d6 9d6 Now that you know how to dish out damage,
10 3d6+1 10d6
here’s how to take it.
11 3½d6 11d6
Sidekick distinguishes between two types
12 4d6 12d6
13 4d6+1 13d6 of defenses: Normal (which only apply against
14 4½d6 14d6 Normal Damage) and Resistant (which apply
15 5d6 15d6 against Normal and Killing Damage). Normal
16 5d6+1 16d6 Defenses include a character’s natural PD and ED;
17 5½d6 17d6 Resistant Defenses include Armor, Force Fields,
18 6d6 18d6 and PD and ED for which a character has bought
19 6d6+1 19d6 Damage Resistance. In Heroic campaigns, Resistant
20 6½d6 20d6 Defense usually indicates some form of armor.
...and so forth. Sidekick also distinguishes between physical
98 ■ Combat And Adventuring Hero System 5th Edition
damage (such as punches, bullets, swords, falling,
clubs, and so forth) and energy damage (such as
fire, lasers, Energy Blasts, and the like). Defenses
usually only protect against one type of damage
or the other — for example, a character’s Physical
Defense (PD) only works against physical attacks,
and his Energy Defense (ED) against energy
attacks.
1. If the attack does Normal Damage (fists, clubs,
Energy Blasts):
a. Add all applicable forms of Defense — both
Normal and Resistant — together to deter-
mine the character’s total Defense.
b. Subtract the character’s total Defense from
the STUN damage done by the attack. The
remainder is how much STUN damage he
suffers.
c. Subtract the character’s total Defense from
the BODY damage done by the attack. The
remainder is how much BODY damage he
suffers.
2. If the attack does Killing Damage (claws,
blades, guns):
a. Determine how much of the character’s
Defense is Resistant (meaning it protects
against Killing Damage). Armor, Damage
Resistance, Force Field, and Force Wall provide
Resistant Defense; so does armor the character
wears (chainmail or plate armor, for example).
b. Subtract the character’s Resistant Defense
from the BODY damage done by the attack.
The remainder is how much BODY damage he
suffers.
i. A character’s Normal Defenses, includ-
ing his PD and ED (unless modified by
Damage Resistance), do not reduce the
BODY from Killing Damage, even if he
has Resistant Defenses.
c. If the character has no Resistant Defenses,
he takes all the STUN damage done by the
attack.
d. If the character has any Resistant Defenses,
add all applicable forms of Defense — both
Normal and Resistant — together to determine
his total Defense. Subtract his total Defense
from the STUN damage done by the attack. The
remainder is how much STUN damage he suf-
fers.
3. If the attack does No Normal Defense (NND)
damage:
a. If the character has the applicable defense,
he takes no damage at all.
b. If the character does not have the applicable
defense, he takes all the damage.
Some Advantages, such as Armor Piercing
or Hardened, may affect how damage applies to
defenses.
Sidekick ■ Chapter Two 99

EFFECTS OF DAMAGE RECOVERY TIME


There are four major effects of damage: Stun- STUN Total How Often Character Recovers
ning; Knockout; Injury; and Death. -0 to -10 Every Phase and Post-Segment 12
-11 to -20 Post-Segment 12 only
-21 to -30 Once a minute only
Stunning -31 or more GM’s option (a long time)
If the amount of STUN damage a character
suffers from a single attack (after subtracting his Actions he wants to. However, his END total in this
defenses) is less than his CON, he suffers no addi- situation equals his current STUN total; he’s put all
tional effect — he just loses the STUN. of his energy into waking up.
If the amount of STUN damage a character
suffers from a single attack (after subtracting his
defenses) is greater than his CON, he loses the
Injury
STUN and is Stunned. A Stunned character’s DCV Characters who take BODY damage suffer
instantly drops to to ½. At the end of the Segment, appropriate injuries based on the attack being used
any of his Powers which are not Persistent, and any — cuts, broken bones, wounds, burns, and other
Skill Levels of any type, turn off. The character can such unpleasantries.
do nothing until he recovers from being Stunned
(though he still gets his free Post-Segment 12
Recovery). Death
Recovering From Being Stunned A character at or below 0 BODY is dying. He
A Stunned character must take a moment to loses 1 BODY each Turn (at the end of Segment
clear his head. This is called recovering from being 12). Death occurs when, either due to attacks or to
Stunned. loss of BODY per Turn, he has lost twice his origi-
Recovering from being Stunned requires a nal BODY (i.e., when he reaches a negative BODY
Full Phase, and is the only thing the character can score equal to his starting positive BODY).
do during that Phase. A character can recover from
being Stunned in the Segment in which he was
Stunned if he had a Phase in that Segment and KNOCKBACK
had not yet acted that Phase. When he recovers In some types of combat, attacks are so power-
from being Stunned, the character’s DCV returns ful they knock the characters all over the battlefield.
to normal, but he doesn’t gain back any of his lost To reflect this, characters can do Knockback (KB).
STUN. Knockback is most appropriate for Superheroic
If a character has to recover from being campaigns.
Stunned in his Phase, but takes damage in that Seg- To determine how much Knockback a char-
ment prior to when his Phase begins, he cannot acter suffers from being hit, the attacker rolls 2d6
recover from being Stunned that Phase. He must (+1d6 if the attack is Armor Piercing, does Killing
try to do so on his next Phase instead. Damage, uses Martial Arts, or the target uses Cling-
ing; -1d6 if the target is in the air or in zero grav-
ity). He subtracts the total rolled from the amount
Knockout of BODY rolled on the attack dice.
If the amount of STUN damage a character If the result is negative, no Knockback occurs;
suffers from a single attack or multiple attacks the defender remains where he was standing before
(after subtracting his defenses) is greater than his the attack.
STUN, he is Knocked Out. A character who is If the result is 0, the character is Knocked
Knocked Out has OCV 0, DCV 0, and ECV 0, and Down.
any attack that hits him does 2x STUN. At the end If the result is positive, the target is Knocked
of the Segment, any of his Powers which are not Back that many inches. If he hits a solid object
Persistent turn off. (like a wall or a tree), he takes a number of dice of
To regain consciousness, a Knocked Out char- Normal Damage equal to the inches of Knockback.
acter must take Recoveries (page100) — in fact, If he hits nothing, he lands on the ground and takes
that’s all he can do until he wakes up (though he half that much Normal Damage.
cannot take a Recovery in the same Segment when A character who’s Knocked Down or Knocked
he was Knocked Out, even if he has a Phase). But Back is “prone.” While prone he has half DCV. He
if he’s deeply unconscious, he may not get to take must spend a Half Phase in his next Phase getting
a Recovery every Phase (see accompanying table). to his feet or reorienting himself, which restores his
When the character’s Recoveries make his STUN DCV to normal.
total positive, he wakes up and can take whatever
100 ■ Combat And Adventuring Hero System 5th Edition

RECOVERY
uring combat, a character may temporarily Characters get to Recover in two situations.

D lose both STUN and END. To reflect the


body’s recuperative capacity, each char-
acter has a Recovery (REC) Characteristic
derived from his STR and CON.
Characters use REC to regain STUN and END.
First, after Segment 12 each Turn, all characters
(even Stunned ones) get a free Post-Segment 12
Recovery. This Recovery occurs automatically
(unless the character is holding his breath or deeply
unconscious).
This is known as “Recovering” or “taking a Recov- Second, a character may choose to take a
ery.” When a character Recovers, add his REC to his Recovery as his Action in any of his Phases. Taking
current STUN and END totals. a Recovery is a Full Phase Action, reduces the
character’s DCV by half, and occurs at the end of
the Segment (after all other characters who have a
Phase that Segment have acted).
If a character takes damage from an attack
in the Segment in which he takes a Recovery, the
Recovery fails; he gets no STUN or END back and
has wasted his Phase.

Holding Breath And Drowning


A character who holds his breath does not
get to Recover, even on Post-Segment 12. He also
expends a minimum of 1 END per Phase. If he
runs out of END, he can spend STUN as END at
the rate of 1d6 STUN per “2 END” used. If he runs
out of STUN, he starts to lose BODY at the rate of
-1 BODY per Phase until he dies.

Recovering BODY
Injured characters Recover their REC in
BODY per month. The GM can proportion this
BODY over the course of the month if desired.
Hospital care or advanced medicine may as much
as double the healing rate; poor or unsanitary con-
ditions may as much as halve it.
Sidekick ■ Chapter Two 101

PRESENCE
ATTACKS
owerful individuals are impressive —

P impressive enough to make others stop and


listen, or even obey commands. The HERO
System simulates this with Presence Attacks,
which involve the character’s PRE.
A Presence Attack is an attempt to influence Modifier
PRESENCE ATTACK
MODIFIERS
Situation or Character’s Action
one or more targets. It affects everyone who can -1-2d6 Inappropriate setting
hear it, provided it’s intended for them. It can make -1d6 In combat
-1d6 At a disadvantage (e.g., captured)
an opponent hesitate or surrender, convince a
Presence Attack conflicts with target’s
bystander to offer assistance, intimidate a prisoner Psychological Limitation
into confessing, or make someone run away in fear. -1d6 Moderate Psychological Limitation
To perform a Presence Attack, a character rolls -2d6 Strong Psychological Limitation
1d6 for every 5 points of PRE he has (plus any dice -3d6 Total Psychological Limitation
added or subtracted by modifiers). Compare the Reputation Disadvantage contrary to
total on the Presence Attack dice to the defender’s Presence Attack
PRE or EGO (whichever is higher) using the Pres- -1d6 8- Reputation
ence Attack Table. -2d6 11- Reputation
A Presence Attack is an action that takes no -3d6 14- Reputation
time; a character can make one even in a Segment -4d6 Extreme Reputation
when he doesn’t have a Phase. Presence Attack agrees with target’s
Psychological Limitation
+1d6 Moderate Psychological Limitation
PRESENCE ATTACK TABLE +2d6
+3d6
Strong Psychological Limitation
Total Psychological Limitation
Presence +1d6 Exhibiting a Power or superior technology
Attack is Effect of Attack +1-3d6 Violent action
Target’s PRE Target is impressed. He hesitates enough +1-3d6 Good soliloquy
or EGO so that the attacker may act before him +1-2d6 Appropriate setting
this Phase, or receives +5 PRE only for +2d6 Target is in partial retreat
purposes of resisting contrary Presence +4d6 Target is in full retreat/has been captured
Attacks made that Phase.
Target’s PRE Target is very impressed. He hesitates as
or EGO +10 above, and only performs a Half Phase
Action during his next Phase. He consid-
ers very deeply what the attacker says,
and may comply with requests or obey
orders which seem worthwhile to him.
He receives +5 PRE only for purposes of
resisting contrary Presence Attacks made
that Turn.
Target’s PRE Target is awed. He will not act for 1 Full
or EGO +20 Phase, is at ½ DCV, and possibly will do as
the attacker commands. If he is friendly, he
is inspired and may follow the character
into danger; he will comply with most
requests and obey most orders. He receives
+10 PRE only for purposes of resisting
contrary Presence Attacks made that Turn.
Target’s PRE Target is cowed. He may surrender, run
or EGO +30 away, or faint. He is at 0 DCV, and will
nearly always follow commands. If he is
friendly, he becomes inflamed, and will
follow character into any danger, comply
with virtually any request, or obey virtually
any order.
102 ■ Combat And Adventuring Hero System 5th Edition

EXAMPLE OF
COMBAT
ere’s an example of the way combat works. 4, 3, 3, 3, 3, 2, 2, 1. The STUN doesn’t matter, but the

H It pits Defender, a superhero described


on page 117, against a supervillain named
Pulsar (page 118), who has the help of a
couple of hired goons (DEX 12, SPD 3) armed with
9mm submachine guns (page 113).
BODY is 2 + 2 + 2 + 1 + 1 + 1 + 1 + 1 + 1 + 1 + 1
+ 0 = 14 BODY, a slightly better than average roll.
The Entangle has 6 DEF + 7 BODY; after Pulsar
subtracts the 6 DEF he still does 7 BODY damage,
so the Power Blast I destroys the Entangle entirely.
The adventure begins when Defender learns However, blasting the Entangle was an Attack
that Pulsar is robbing the First National Bank. He Action, so Pulsar has used up his Phase.
heads that way immediately, using his Boot-Jets Now the thugs act. Since Defender impressed
(his Flight) to get there as quickly as possible. them with his Presence Attack, they use their
Approaching from the air, Defender notices remaining Half Phase to run behind the tellers’
the bank has a skylight. He decides that’s the best counter and take cover.
way to make a dramatic entrance. That concludes Segment 12. Now everyone
gets a Post-Segment 12 Recovery. No one’s taken
SEGMENT 12
any STUN, but both Defender and Pulsar have used
The combat begins on Segment 12, so all END, so they add their REC to their END. Since
the characters have a Phase. Pulsar is DEX 23, they both have high REC scores (20 and 10, respec-
Defender is DEX 25, and the thugs are DEX 12. tively), and each only used 6 END, that puts them
Therefore Defender goes first, followed by Pulsar back at full END.
and then the thugs.
Defender makes a Half Move to fly through SEGMENTS 2, 3, AND 4
the skylight. Since that’s pretty impressive, he Now the next Turn begins. Pulsar has SPD
decides to open with a Presence Attack (page 101): 6, so he gets Phases in Segments 2, 4, 6, 8, 10, and
“All right, Pulsar, you’re busted! You and your boys 12. Defender has SPD 5, so he gets Phases in Seg-
surrender now and you won’t get hurt.” Defender’s ments 3, 5, 8, 10, 12. The thugs have SPD 3, so they
PRE is 20, so he gets a base of 4d6. The GM decides get Phases in Segments 4, 8, and 12. (See the SPD
to award Defender +1d6 for his violent action. Chart, page 87.)
On the other hand, this is a combat situation, so In Segment 2, Pulsar has a Phase. He decides
Defender suffers a -1d6 penalty, for a total of 4 to (a) activate his Force Field (a Zero-Phase
+ 1 -1 = 4d6. He rolls the dice and gets an excel- Action), and (b) fire a Power Blast at Defender
lent result — 21! Pulsar has PRE 15, so he’s only — his Power Blast I. He has an OCV of 8, with +3
affected enough for Defender to act first (which he Combat Skill Levels that he can add. Defender is 4”
is anyway), but the goons only have PRE 10. They away from him, so the Range Modifier is -0. Pulsar
hesitate for a Half Phase this Phase, and so can only decides to apply all three Levels to OCV, giving him
take a Half Phase Action. a final OCV of 11. Defender has a DCV of 8. He
Since the Presence Attack takes no time doesn’t know what Pulsar’s OCV is (the GM keeps
(page 101), Defender still has a Half Phase left that information secret, of course), but he knows
and decides to attack. He fires his Electro-Bolos Pulsar is no pushover and doesn’t want to take the
at Pulsar. Defender has a base OCV of 8, and +2 chance of getting hit. He decides to Abort his Phase
Combat Skill Levels he can apply. He decides to put in Segment 3 so he can Dodge, which will give him
them both in OCV, for a final OCV of 10. Pulsar +3 DCV, for a final DCV of 11.
is 4” away from him, so the Range Modifier is -0. Pulsar needs to roll 11 + 11 OCV - 11 DCV =
Pulsar has DCV 8. Therefore Defender needs to roll 11 or less to hit. He makes his Attack Roll and rolls
11 + 10 OCV - 8 DCV = 13 or less to hit. He rolls a 13 — a miss. Defender’s Dodge has paid off!
an 11 and hits! Now he has to roll the 6d6 for his In Segment 3, Defender has a Phase. However,
Entangle to determine the BODY. He rolls 6, 6, 4, he Aborted this Phase to Dodge in Segment 2, so he
3, 2, 1, which means a total of 2 + 2 + 1 + 1 + 1 + 0 does not get to act. However, he retains the +3 DCV
= 7 BODY. The Entangle has 7 BODY, 6 DEF. That bonus from the Dodge until he gets his next Phase
concludes Defender’s Phase. (in Segment 5).
Now it’s Pulsar’s Phase. He wants to break free In Segment 4, Pulsar and the thugs all have a
from the Electro-Bolos. Since he’s got innate energy Phase — good thing Defender still has that DCV
powers, he can use one of his Power Blasts to try to bonus! Pulsar fires another Power Blast I, with the
break free. He uses Power Blast I, an Energy Blast same Attack Roll. This time he rolls 11 and hits.
12d6. He doesn’t have to make an Attack Roll to hit Now he rolls his damage: 6, 6, 5, 5, 4, 3, 3, 3, 2, 2, 2,
the Entangle, so he just rolls his damage: 6, 6, 6, 5, 1. That’s 42 STUN, 13 BODY. Defender has a total
Sidekick ■ Chapter Two 103

of 20 ED, so he takes (42-20 =) 22 STUN and (13- putting him 2” away from Pulsar and 6” away from
22 =) 0 BODY. His CON is 30, so he’s not Stunned the goons. He fires an Electric Blast at Pulsar with
(page 99). Now Pulsar rolls for Knockback (page OCV 8, putting both his Combat Skill Levels into
99). Ordinarily he would roll 2d6, but Defender is DCV (since he’s so low on STUN that he doesn’t
flying, so he only rolls 1d6. He rolls a 5. 13 BODY dare get hit). He needs to roll 11 + 8 - 8 = 11 or less
- 5 = 8, so Defender gets Knocked Back 8” — right to hit. He rolls a 10 and hits! For damage he rolls
into the wall! Pulsar rolls 8d6 for Knockback 6 + 6 + 6 + 5 + 5 + 5+ 4 + 4 + 3 + 3 + 3 + 2 = 52
damage, getting 6, 5, 4, 4, 3, 3, 1, 1 for 27 STUN, 7 STUN, 15 BODY, an excellent roll. Pulsar subtracts
BODY. Defender takes 7 STUN and 0 BODY from his defenses — 17 ED + 10 ED Force Field — for
that, so he’s lost a total of 29 STUN this Phase. He 25 STUN, 0 BODY. Since Pulsar only has CON 23,
has 35 STUN normally, so he’s only got 6 STUN left taking 25 STUN damage Stuns him (page 99). At
before he’s Knocked Out! the end of this Phase, all of his powers which aren’t
Now it’s the thugs’ turn. They decide to use Persistent (such as his Force Field) will turn off.
their submachine guns on full Autofire (5 shots) Defender now rolls for Knockback. He rolls 10
against Defender. They have DEX 12, for an OCV on 2d6, so Pulsar takes 15 - 10 = 5” of Knockback.
of 4. Defender is 16” away from them, for a Range That Knocks him Back into the teller’s counter and
Modifier of -4, and has DCV 6 at present — his he takes 5d6 damage. Defender rolls 5 + 4 + 3 + 1
normal DCV 11 is halved because he took Knock- + 1 = 14 STUN, 3 BODY. Pulsar’s natural PD and
back and is “prone.” That means each of the thugs Force Field are high enough (total of 23 PD) that he
needs 11 + 4 - 4 -6 = 5 or less to hit. They roll 11 takes no damage from the Knockback.
and 12, so both of them miss. At the end of the Segment, Pulsar’s Force Field
turns off.
SEGMENT 5
In Segment 5, Defender has a Phase. Ordinar- SEGMENT 6
ily he would have to spend a Half Phase to “get to The only character with a Phase in Segment
his feet,” but the GM rules that since he’s still above 6 is Pulsar. Unfortunately, he’s Stunned, so he has
ground and can fly, he can combine that with a to spend his entire Phase recovering from being
Half Move. He flies forward 10” (a Half Move), Stunned (page 99). At the end of his Phase, he
becomes un-Stunned.
SEGMENT 8
In Segment 8, all four characters have
a Phase. Defender (DEX 25) goes first.
Since Pulsar’s not yet out, he decides to
fire another Electric Blast. Defender has
OCV 8. Pulsar’s DCV would normally be
8, but he’s prone (lying on the ground), so
it’s halved to 4.
At this point, Pulsar does not have
his Force Field active — it shut off when
he became Stunned. He could Abort his
Phase in Segment 8 to turn it on, or to
Dodge, but he’s got a Psychological Limi-
tation: Overconfidence. The GM decides
Pulsar’s opinion is: “He can’t hit me... and
even if he can, I can take it!”.
Defender needs to roll 11 + 8 - 4 = 15
or less to hit. He rolls an 11 and hits. He
rolls 6 + 5 + 5 + 4 + 4 + 4 + 3 + 3 + 3 + 2
+ 1 + 1 = 41 STUN, 11 BODY. Pulsar only
has his natural ED of 17, so he takes 24
STUN and 0 BODY. He had already taken
25 STUN in Segment 5, so he’s now lost a
total of 49 STUN. Unfortunately, he only
has 40 STUN, so he’s Knocked Out (page
99). As indicated by the Recovery Table
(page 99), he’s not badly Knocked Out
(-9 STUN), so he gets to take a Recovery
every Phase and on Post-Segment 12 (he
doesn’t get a Recovery this Segment, even
though he has a Phase he hasn’t taken yet,
because this is the same Segment in which
he was Knocked Out; see page 99).
Now the thugs get to act. They try
DEFENDER the same thing they did last Phase — full
104 ■ Combat And Adventuring Hero System 5th Edition
Autofire with their submachine guns against He needs an 11 + 8 - 4 = 15 or less to hit them. He
Defender. This time the Range Modifier is only -2 rolls a 10 and hits easily. He rolls 6d6 to determine
OCV, since they’re 6” away from him. That means the BODY of his Entangle: 2 + 1 + 1 + 1 + 1 + 0 =
they need 11 + 4 - 2 - 10 = 3 or less to hit him. One 6 BODY, so the thug is caught in a 6 DEF, 6 BODY
rolls an 11 and misses; the other, to the GM’s aston- Entangle. The thug can’t use his gun while Entan-
ishment, rolls a 3! Using the Autofire rules (page gled (since it’s an Obvious, Accessible Focus), and
92), the GM determines that two of the second can only hope to do 4 BODY at most with his STR
thug’s bullets hit Defender. 10, so he’s completely immobilized and will remain
The 9mm submachine gun does RKA 1d6+1 that way until someone frees him.
damage with a 1d6-1 STUN Multiplier. The thug Pulsar applies his REC 10 to his STUN. He was
rolls a 4 for BODY damage for the first bullet, so at -9 STUN, he now has 1 STUN. That means he
the attack does 5 BODY. Then he rolls the STUN only has 1 END (page 99).
Multiplier and gets a 4, so the attack does 15 STUN
SEGMENT 12
(5 x 3). But Defender has Armor (15 PD) plus 5
PD, so the bullet just bounces off him, doing no Everyone has a Phase this Segment. Defender
damage at all! The thug rolls 2d6 for Knockback attacks the other thug with his Entangle and hits
(-1d6 because Defender’s flying, but +1d6 because him easily, with results similar to the other thug.
he used a Killing Attack) and gets an 8. 5 - 8 = -3, Pulsar’s hired goons are now out of the picture.
so the attack does no Knockback. The second bullet Unfortunately, the same cannot be said of
doesn’t do any better — 3 BODY, 9 STUN, and no Pulsar. But he knows he’s weak, so he plays possum
Knockback. and takes another Recovery. He’s now at 11 STUN,
11 END.
SEGMENT 10 After Segment 12, everyone gets a Post-Seg-
In Segment 10, Pulsar and Defender both have ment 12 Recovery. That puts Defender at 26 STUN
an Action. Pulsar can only take a Recovery, and that and 76 END (he used 44 END last Turn — 20
occurs at the very end of the Segment. for using Flight in each of his Phases, and 24 for
Defender decides to use his Electro-Bolos making four attacks at 6 END each). It puts Pulsar
on one of the thugs. First he makes a Half Move at 21 STUN, 21 END.
closer to them (to eliminate the Range Modifier).
SEGMENT 2
A new Turn begins. In Segment
2, Pulsar re-activates his Force Field
and flees, flying away at 10”, which is
enough to get him outside the bank.
In Segment 3, Defender pursues
him — in fact, he decides to try a Move
Through with his Flight 20” to tackle
Pulsar and smash him to the ground.
He’ll be at -4 OCV (20” movement
divided by 5) and -3 DCV, giving him
OCV 4, DCV 5. His Combat Skill
Levels don’t apply because he’s not
using his Multipower. However, the
GM rules that this counts as attacking
Pulsar “from behind,” so Pulsar has only
half his DCV (4). Defender needs an
11 + 4 - 4 = 11 or less to hit. He rolls an
11 and hits! He’s going to do 8d6 (his
STR damage) plus 6d6 (20” divided by
3, which rounds down to 6 because you
can’t add part of a Damage Class) =
14d6 damage! He rolls 6 + 6 + 5 + 4 + 4
+ 4 + 3 + 3 + 3 + 3 + 3 + 1 + 1 + 1 = 47
STUN, 13 BODY. Pulsar subtracts his
total Physical Defense of 23 and takes
24 STUN, 0 BODY (Defender takes half
damage, or 23 STUN, 0 BODY; he loses
3 STUN after applying his defenses).
That leaves Pulsar at -3 STUN — he’s
Knocked Out again!
The GM rules that the fight is over,
since Defender can inflict more damage
or restrain Pulsar before Pulsar can get
back into fighting shape. Once again
PULSAR Good triumphs over Evil!
chapter three:

THE ENVIRONMENT
106 ■ The Environment Hero System 5th Edition

LIVING IN A
DANGEROUS
WORLD
he environment is often a source of danger

T for daring characters. They can fall off cliffs,


be struck by lightning, or get mauled by
wild animals. However, characters can affect
the environment, too — primarily by breaking and
smashing things which get in their way.
Diluted, Weak
Diluted, Strong
CHEMICALS
Type Of Chemicals Damage
½d6 per Segment
2d6 per Segment
The following tables and text describe a few Concentrated, Weak 1d6 per Segment
common circumstances and the damage (or other Concentrated, Strong 4d6 per Segment
effects) characters might suffer from them. The damage indicated on the table is Normal Damage,
For rules about drowning, see page 100. NND, but it does BODY. The defenses are to be covered
by a substance which the chemicals will not affect (like a
chemical-proof sealed suit) or to have a PD Force Field
ELECTRICITY (or other Power that keeps the chemicals from touching
the character).
Power Type Insulated Poorly Grounded Well Grounded
Household Current 1d6 S 2d6 1d6 K
Heavy Household Current 3d6 S 5d6 2d6 K
Light Industrial Current
Heavy Industrial Current
5d6 S
7d6
8d6
11d6
3d6 K
4d6 K
FALLING
High Tension Line 9d6 14d6 5d6 K On planets with a gravity similar to Earth’s, an object’s
Automobile Spark Plug 2d6 S 5d6 2d6 K velocity increases by +5” each Segment due to the accel-
Lightning Bolt 5d6 S 10d6 4d6 K+ eration of gravity. The additional acceleration is applied
S: STUN only damage before the character moves. Thus, when an object begins
K: Killing Damage to fall, it starts with a velocity of 5”. An object that is
beginning its fifth Segment of falling will have a velocity
Well Grounded includes standing in water or holding onto a metal pipe stuck into the of 25” (the 20” from the fourth Segment, plus an addi-
ground. Insulated includes flying, standing on a rubber mat, or wearing a special insulat- tional 5”). The maximum velocity based on gravity is
ing suit. The rest of the time, the character is probably Poorly Grounded. 30”/Segment.

Segments Since Total Current


Fall Began Velocity Distance Fallen
1 5” 5”
FIRE TABLE 2 10” 15”
Fire Type Heat Damage Other Damage 3 15” 30”
Torch 1 pip — 1d6 K +2d6 HA
4 20” 50”
Lantern, Flaming Oil 1 pip — 1d6+1 K
Wood or House Fire 1 pip — 2d6 K 0-2d6 NND (Smoke) 5 25” 75”
Oil or Chemical Fire 1 pip — 3d6 K 0-3d6 NND (Smoke) 6 30” 105”
Electric Burner/Heater ½-1d6 K 7 30” 135”
Superheated Steam 2-3d6 K 10d6 Normal (physical), if in blast
Boiling Oil or Tar 2-4d6 K 8 30” 165”
Molten Metal 4d6 K 14d6 Normal (physical) ...and so forth
Blast Furnace 6d6 K 12d6 Normal (physical), if in furnace Falling Damage: Short falls (10” or less) cause 1d6 Normal
Rocket Exhaust 6-8d6 K 18d6 Normal (physical) Damage per 1” fallen. A character who falls 10” or more
Acetylene Torch 2d6 K AP takes 1d6 Normal Damage for every 1”/Segment of veloc-
Oxy-Hydrogen Torch 2½d6 K AP ity he has at the time he strikes the ground (the “Current
Laser Torch 3d6+1 K AP Velocity” listed in the Falling Table). A successful Break-
Plasma Torch 4d6 K AP fall roll halves falling damage, but don’t forget the stan-
dard -1 per 2” fallen penalty to the roll.
AP: Armor Piercing
K: Killing Damage Dropped Objects: Determine how many dice of damage a
NND: No Normal Defense (STUN only) dropped object would take if it fell to the character’s posi-
tion. The character takes that many dice of damage, to a
maximum of the object’s DEF+BODY.
Sidekick ■ Chapter Three 107

BREAKING
THINGS
any fights inevitably involve property on its size, shape, weight, and durability. Objects

M damage. What would a barroom brawl


be without smashed chairs and broken
windows, or a super-battle without char-
acters getting knocked through walls?
In the HERO System, every object has a
don’t have STUN; only the BODY damage they take
matters. The Object Table lists the DEF and BODY
for some common objects.
If a character uses an object as a weapon, the
maximum amount of damage he can do with it
Defense (DEF) value and a BODY total. The equals its combined DEF+BODY — if he tries to
object’s DEF works like a character’s PD and ED, do additional damage, the object simply breaks.
and is Resistant. The BODY an object has depends
BREAKING
OBJECT TABLE THROUGH WALLS
Material or Object DEF BODY Material or Object DEF BODY
Doors Trees (cont.) With walls and similar
Airlock door 8 7 Medium tree (less than 5”) 5 8 structures, a character
City gates, small 5 10 Large tree (5” or more) 5 11 may not need to destroy
City gates, large/heavy 8 20+ Vehicles an object completely
Interior wood door 2 3 Armored car 8 18 — he might just want to
Interior spaceship door 6 4 Automobile 3 15 create a hole through it.
Exterior wood door 4 3 Bicycle 3 2 In this case, a character
Metal fire door 5 5 Cart, small 3 8 who exceeds the wall’s
Safe door 10 9 Cart, large 4 12 BODY has created a
Large vault door 16 9 Chariot 4 8 human-sized hole in it.
Furniture Helicopter 3 14 The size of the hole dou-
Chamber pot 2 2 Hovercraft 5 14 bles for every +1 BODY
Computer, personal 2 2 Jetpack 4 4 inflicted over the wall’s
Furniture, light wood 3 3 Motorcycle 3 11 base BODY. The GM
Furniture, heavy wood 4 5 Plane, Light 3 13 may reduce the BODY
Furniture, plastic 2 3 Plane, Twin engine 3 15 listed in the Object
Furniture, steel-reinforced 5 5 Plane, Multi-engine 3 19 Table for these purposes
Glass 1 1 Railroad car 6 15 if the wall is thin, fragile,
Glass, reinforced 2 1 Spaceship, small 10 10 or the like.
Hearth/fireplace 5 10 Spaceship, medium 10 20-40
Lamp post (breakaway) 5 3 Spaceship, large 15 30-80
Lantern 1-2 2 Submarine 10 20 BREAKING
Locks Tank (front armor) 20 MACHINERY
House door lock 3 2 Tank (side, top, rear, bottom) 16 19
Magnetic lock 5 3 Truck or bus 4 17 Characters who damage
Padlock 4 3 Wagon, covered 3 12 machines may make
Machinery Walls them stop working
Light machinery 5 4 Armored wall 13 7 before they’re com-
Medium machinery 7 6 Brick wall 5 3 pletely destroyed.
Heavy machinery 9 8 Concrete wall 6 5
Spacesuit 2 3 Home inside wall 3 3
If a machine takes up
Outdoor Items, Misc. Home outside wall 4 3
to ¼ of its BODY in
Awning 3 1 Reinforced concrete wall 8 5
damage, it continues to
Boulder (single) 5 13 Spaceship interior wall 8 6
function on a 14- roll.
Bushes 2 2 Wooden wall 4 3
Cobblestone, single 4 4 Weapons
Heavy weapon 6 8-9 If a machine takes more
Dirt (per hex) 0 10
Pistol 4 3-4 than ¼ and up to ½ of
Flagpole (breakaway) 4 2
Rifle 4 5-7 its BODY in damage, it
I Beam (per 2m length) 9 8
Sword 4 4-6 continues to function on
Manhole cover 9 5
Very large heavy weapon 6 12 an 11- roll.
Railroad tracks 4 5
Roadway (.5m thick) 5 11 Miscellaneous
Stone (per hex) 5 19 Barrel 3 6 If a machine takes more
Telephone pole 5 5 Control console (per hex) 4 4 than ½ of its BODY in
Trees Drum, 55-gallon, steel 4 6 damage, it continues to
Small tree (less than 1”) 4 5 Wooden crate (1” square) 4 7 function on an 8- roll.
chapter four:

EQUIPMENT
Sidekick ■ Chapter Four 109

VEHICLES
s indicated in the accompanying table,

A
BODY: The amount of BODY the Vehicle can take EQUIPMENT
Vehicles have the following Characteristics before it stops running. To destroy a Vehicle com-
and attributes: pletely, you must do two times the listed BODY. This chapter provides
rules for vehicles and
DEX: The maximum effective DEX a character can
weapons in the HERO
Size: The length and width of the Vehicle for game use when driving the Vehicle (see Using Vehicles). System. Characters who
purposes. This does not include the wings on air- need a fancy broad-
planes or the rotors of helicopters, nor indicate SPD: The maximum effective SPD a chracter can
use when driving the Vehicle (see Using Vehicles). sword or a cool car can
precise real-world measurements. It’s mainly used find it here.
to determine the DCV modifier and the like. MOVE: The Vehicle’s inches of movement and its
DCV: The DCV modifier for the Vehicle. The larger Noncombat velocity multiple. For example, a Vehi- Equipment is built with
cle with a Move of 25”x4 can move at 25” and has a Character Points. In
a Vehicle is, the easier it is to hit. Heroic campaigns, char-
x4 Noncombat velocity multiplier. Vehicles’ move-
Mass (KB): The mass of the Vehicle when empty ment does not cost END to use. acters typically don’t
and its Knockback modifier. A Vehicle has the mode(s) of movement have to pay Character
Points for their equip-
appropriate for its type: cars and other ground
STR: The maximum lifting Strength of the Vehicle. ment; instead, they pay
vehicles have Running; air vehicles have Flight; and money. Superheroic
The Vehicle can lift this much in addition to itself;
so forth. characters must pay
its Mass does not count against its lifting total (use
the Encumbrance rules, page 93, to determine if MAX: The maximum amount of inches the Vehicle Character Points for
a vehicle is too overloaded to move at full speed). equipment.
can travel in one full Turn at Noncombat Move-
Vehicles’ STR does not cost END to use. ment velocities.
DEF: The DEF of the Vehicle. If the defense is listed Cost: The cost of the Vehicle, expressed as Active
as #/#, the first number is the defense from the Points/(points divided by 5). A character in a
front, the second number is the defense from the Superheroic game who pays Character Points for a HERO SYSTEM
sides, bottom, top, and rear. If the defense is in Vehicle pays the second cost (see page 114). EQUIPMENT
brackets, it is Hardened.
The full HERO System
rules discuss equipment
in much more detail. In
addition to providing
rules for building your
own Vehicles, weapons,
and armor, they also
cover:
Automatons (robots,
golems, and the like)
Computers
Bases (headquarters,
castles, and so on)
110 ■ Equipment Hero System 5th Edition

VEHICLE TABLE
Name Size DCV Mass (KB) STR DEF BODY DEX SPD Move MAX Cost Notes
Miscellaneous Cars
Compact 2.5”x1.25” -2 1.6t (-4) 30 3 14 15 3 24”x4 288” 84/17
Midsize 2.5”x1.25” -2 1.6t (-4) 30 3 14 15 3 25”x4 300” 86/17
Full-Size 3.2”x1.6” -3 3.2t (-5) 35 3 15 10 2 36”x4 288” 93/19
Limousine 3.2”x1.6” -3 3.2t (-5) 35 3 15 10 2 34”x4 272” 89/18
Pickup Truck 2.5”x1.25 -2 1.6t (-4) 40 3 16 15 3 25”x4 300” 98/20
Sports Utility Vehicle 2.5”x1.25” -2 1.6t (-4) 35 4 15 15 3 23”x4 276” 94/19 1
Van 3.2”x1.6” -3 3.2t (-5) 35 3 15 10 2 30”x4 240” 81/16
Small Truck 4”x2” -4 6.4t (-6) 40 4 16 10 2 15”x8 240” 58/12
Semi (w/o trailer) 5”x2.5” -4 12.5t (-7) 45 4 17 10 2 14”x8 224” 62/13
Tractor-Trailer 8”x4” -6 50t (-9) 55 4 18 10 2 15”x8 240” 73/15
Armored Car 4”x2” -4 6.4t (-6) 45 8 18 10 2 14”x8 224” 76/15
Police Car 2.5”x1.25” -2 1.6t (-4) 30 3 14 15 3 27”x4 324” 101/19 2
Sportscars 3
Chevrolet Corvette ZR-1 2”x1” -2 800kg (-3) 25 3 13 20 4 31”x4 496” 117/20
Jaguar XJS 2”x1” -2 800kg (-3) 25 3 13 22 4 24”x4 384” 107/18
Porsche 928S 2”x1” -2 800kg (-3) 25 3 13 23 4 28”x4 448” 119/21
Motorcycles 4
Harley-Davidson 1.25”x.64” -0 200kg (-1) 15 4 13 18 4 27”x4 432” 100/20
Kawasaki ZX-11 C Ninja 1.25”x.64” -0 200kg (-1) 15 3 11 23 4 30”x4 480” 112/22
Military Land Vehicles
HMMWV “Humvee” 2.5”x1.25” -2 1.6t (-4) 35 4 15 15 3 15”x4 180” 67/13 5
M1 Abrams MBT 8”x4” -6 50t (-9) 55 [20/16] 19 10 2 9”x8 144” 463/88 6
M113A2 APC 5”x2.5” -4 12.5t (-7) 45 9/6 17 10 2 7”x8” 112” 163/28 7
Civilian Air Vehicles
Boeing 747 8”x4” -6 50t (-9) 55 3 19 15 3 50”x8 1200” 14½8
Gen. Aviation Aircraft 2”x1” -2 800kg (-3) 25 3 13 15 3 34”x4 408” 87/17
Helicopter 2.5”x1.25” -2 1.6t (-4) 30 3 14 15 3 27”x4 324” 90/18
Learjet Century III 4”x2” -4 6.4t (-6) 40 3 16 20 4 48”x8 1536” 144/29
Military Air Vehicles 8
F-15E Eagle 8”x4” -6 50t (-9) 55 3 19 25 5 100”x50 5000” 468/89 9
AH-1S HueyCobra 4”x2” -4 6.4t (-6) 40 9 16 20 4 24”x4 384” 316/58 10
AH-64 Apache 4”x2” -4 6.4t (-6) 40 15 16 23 4 33”x4 528” 363/68 11
Boats
Speedboat, medium 3.2”x1.6” -3 3.2t (-5) 35 3 15 17 3 27”x2 162” 58/12
Yacht, medium 6.4”x3.2” -5 25t (-8) 50 3 18 10 2 24”x2 96” 47/9

NOTES
1. Sports Utility Vehicles have +2 to Combat Driving, Only To Counteract fire (10), +1 STUN Multiplier; 2,000 Charges); the M113A2 can be recon-
Terrain Modifiers (-1) (costs 3 points). figured for many different types of missions and weapons.
2. Police Cars include Radio, Siren/Light Bar, and possibly various police 8. Military planes have Distinctive Features. Most have common equip-
weapons. ment including an ECM system (+4 DCV), ejection seat, infrared sensors,
life support, 360-Degree Radar with +10 versus Range Modifiers, and
3. All Sportscars have Distinctive Features. HRRP.
4. A Motorcycle’s DEF is bought with the Limitation Does Not Protect Military helicopters have Distinctive Features. If the moving rotors hit
Rider (-½). All Motorcycles have three Skill Levels with their Ground something, they will do ½d6 Killing Damage for every 10” of Flight.
Movement (costs 6 points) to reflect their excellent handling.
9. The F-15E Eagle jet fighter flies at about Mach 2.5. It has Distinctive
5. The HMMWV (High Mobility Multipurpose Wheeled Vehicle; Features. It is equipped with Sidewinder and Sparrow missiles and a
“Humvee”) is the U.S. Army’s modern all-purpose vehicle. Depending on 20mm machine gun (RKA 4d6 Autofire (10), +1 STUN Multiplier; 940
its equipment, it can function as an ambulance, communications center, Charges); they can carry an additional 16,000 pounds of ordinance (such
cargo transport, and so forth. It can also be equipped to carry weapons as about four more Sparrow missiles).
(the listed Humvee has none).
10. The AH-1S HueyCobra is equipped with eight TOW missiles, a
6. This M1 Abrams Main Battle Tank has a crew of four. It has Distinctive 7.62mm minigun (RKA 2d6+1, Autofire (10), +1 STUN Multiplier;
Features. It is armed and equipped with a main gun (105mm cannon, RKA 500 Charges), a 40mm grenade launchger (RKA 2½d6, Explosion, 300
8d6, Explosion, 55 Charges), two 7.62mm machine guns (RKA 2d6+1, Charges), and can carry a variety of other weapons. It also has IR sensors,
Autofire (10), +1 STUN Multiplier; 11,400 Charges), one 12.7mm machine radar, and HRRP.
gun (RKA 3d6, Autofire (10), +1 STUN Multiplier; 1,000 Charges), smoke
generators, NBC protection, and a nightvision system. 11. The AH-64 Apache has four hardpoints. This allows it to carry four
pods of four Hellfire missiles, four 19-tube 2.76-inch rocket launchers, or
7. The M113A2 APC (Armored Personnel Carrier) has a crew of 2 and some combination of the two. It also has a 30mm (RKA 4½d6, Autofire
can carry up to 11 soldiers. It is amphibious. It has Distinctive Features. (10), AP, 1,200 Charges). It also has IR sensors, radar, and HRRP.
The standard model is equipped with a .50 machine gun (RKA 3d6, Auto-
Sidekick ■ Chapter Four 111

VEHICLE AND PASSENGER ATTACKS


USING VEHICLES Determine a vehicle’s OCV from the DEX it
Vehicles move just like characters: they have can use, just like its DCV. If the driver has Combat
a SPD, Combat Movement velocity, and Noncom- Driving (or Piloting), the vehicle has its full OCV;
bat Movement velocity. However, some special if he does not have Combat Driving, halve the
rules apply. vehicle’s OCV.
Vehicles have a base movement in inches. This Use the vehicle’s OCV for attacks with weap-
movement is the number of inches the vehicle can ons built into the vehicle, and for ramming (Move
move at Combat Movement velocity in a single Through) and sideswipe (Move By) attacks.
Phase; a vehicle can travel more quickly if it moves The driver or passengers may make their own
at Noncombat velocity (which of course reduces attacks with their own weapons or Powers; they act
the vehicle’s OCV to 0 and halves its DCV). A vehi- on their own Phases and DEXs. All such attacks
cle’s Phases derive from its SPD, just like a charac- suffer an automatic -2 OCV penalty — it’s hard
ter. For example, a vehicle with a SPD 4 moves on to aim in a moving vehicle. The driver suffers an
Segments 3, 6, 9, 12. additional -1, since he has to devote some of his
A vehicle can only be driven on the lower of its attention to controlling the vehicle. If the driver
SPD or the driver’s SPD. If the Vehicle has a higher has made any Combat Driving (or Piloting) rolls at
SPD than its driver, it’s too responsive for him to more than a -1 modifier that Segment to control or
use to its full potential; if his SPD is higher, the maneuver his vehicle, all attacks he or his passen-
vehicle simply can’t keep up with his reaction time. gers make suffer an additional -1 modifier.
In either case, either the driver or the vehicle has to
Hold its Actions as appropriate to keep the vehicle
moving properly.

Vehicles In Combat
A vehicle must use the lower of its DEX or its
driver’s DEX to determine its base CV.
VEHICULAR DCV
After determining a vehicle’s CV from its DEX,
apply its DCV Modifier from size to determine its
final DCV.
In most cases, vehicles are driven at Non-
combat velocity, so they have half their DCV. They
only have their full DCV when driven at Combat
velocities.
The driver’s skill (or lack thereof) may also
modify a vehicle’s DCV. If the driver does not
have Combat Driving (or Piloting for aircraft), the
vehicle is at half DCV regardless of velocity (how-
ever, you can only halve the vehicle’s DCV once, so
an untrained driver driving at Noncombat velocity
still only halves the vehicle’s DCV).
Damage To Vehicles
Vehicles which take damage slowly fall apart.
Each time a vehicle takes BODY from an attack,
the GM should roll on the Vehicle Damage Table to
determine the effects.
When a vehicle has lost all of its BODY it falls
apart or otherwise becomes inoperable. If a vehicle
takes twice its BODY, it’s completely destroyed.

VEHICLE DAMAGE TABLE


d6 Vehicle Loses
1 One 2x Noncombat Movement multiplier
2 5” of Combat Movement
3 Vehicle’s largest Power
4 10 STR
5 5 DEX
6 1 SPD
112 ■ Equipment Hero System 5th Edition

WEAPONS
AND ARMOR
eapons can improve a character’s Wielding HTH weapons costs Endurance, but

W
first place.
accuracy, his ability to do damage, or
both. Armor, of course, helps to keep
the character from getting hurt in the

Characters in Heroic campaigns, who don’t


the END cost depends on the STR used with the
weapon (if any). For example, if a character has 20
STR and wields a broadsword, he spends 2 END
every Phase he uses it.

pay Character Points for their weapons, suffer a -3


OCV nonproficiency penalty if they don’t have a WEAPONS TABLES
Weapon Familiarity Skill for the weapon (page 30).
The accompanying tables, and the notes which
Characters in Superheroic campaigns must pay
follow, describe a wide variety of weapons in HERO
Character Points for their weapons, and can use
System terms.
any weapon they pay points for without the need
for a WF.

HAND-TO-HAND WEAPONS TABLE


Weapon OCV Damage STUNx STR Min A/R Cost Notes
Axes & Maces
Axe, Battle 0 2d6 0 13 45/15 1½H
Axe, Great 0 2d6+1 0 16 52/15 2H
Axe, Hand (Hatchet) 0 1d6 0 6 30/11 Can Be Thrown
Hammer, War -1 1d6+1 +1 13 32/11 1½H
Mace 0 1d6+1 0 10 30/10
Mace, Great 0 2d6 0 15 45/13 2H
Pick 0 1d6 AP 0 11 30/11
Clubs (Do Not Require Weapon Familiarity)
Club 0 4d6N — 10 30/11
Club, Great 0 6d6N — 15 45/14 2H
Swords and Knives
Dagger 0 1d6-1 0 6 24/9 Can Be Thrown
Katana +1 1½d6 0 12 45/15 1½H, Can Be Thrown
Knife 0 ½d6 0 4 20/8 Can Be Thrown
Stiletto 0 ½d6 AP 0 5 25/10 Can Be thrown
Sword, Bastard 0 1½d6 0 12 37/12 1½H
Sword, Broad 0 1d6+1 0 12 30/11
Sword, Great +1 2d6 0 17 50/15 2H
Sword, Short 0 1d6 0 10 22/8
Pole Arms
Javelin 0 1d6+1 0 8 40/15 Can Be Thrown
Pole Arm -1 2d6 0 13 48/14 2H, Long
Spear 0 1½d6 0 10 50/18 Can Be Thrown
Spear, Long -1 2d6 0 13 48/14 2H, Long
Spear, Medium -1 1½d6 0 11 39/12 1½H, Long
Flails (ignore DCV bonus provided by shields)
Flail 0 1d6 0 9 22/8
Morningstar 0 1½d6 0 10 37/12 1½H
Unusual Melee Weapons
Lance 0 1½d6 0 12 44/13 Long, †
Quarterstaff +1 4d6N — 10 35/11
Whip 0 ½d6 0 8 37/13 Range of 3”; can Grab, †
Science Fiction Melee Weapons
Electric Whip 0 1d6 Energy 0 6 44/16 Range of 3”; can Grab
Energy Saber +1 1½d6 E +1 10 49/15 †
Shock Prod 0 3d6 N E — 6 22/7 †
Vibro-blade +1 1½d6 AP 0 11 42/15
Sidekick ■ Chapter Four 113

FIREARMS TABLE
Weapon OCV RMod Damage STUNx STR Min Shots A/R Cost Notes
Revolvers†
.38 Derringer -2 -2 1d6 0 4 2 15/1
.38 Special (S&W Model 10) 0 0 1d6+1 0 7 6 20/5
.357 Magnum (Colt Python) 0 0 1½d6 0 8 6 25/6
.41 Magnum (S&W Model 57) 0 0 1½d6 0 10 6 25/6
.44 Magnum (Llama Super Comanche) -1 0 2d6 +1 12 6 34/8
.45 (Colt Peacemaker) 0 0 2d6-1 +1 12 6 34/8

Semi-Automatic Pistols†
.22 LR (Hi Standard Trophy) +2 -1 1d6-1 0 6 10 19/7
.30 (Luger P-08) +1 0 1d6+1 0 8 32 30/9
.380 A (Walther PPK S) +1 -1 1d6 0 6 7 17/5
9mm (Browning HP) 0 0 1d6+1 0 7 20 25/7
.44 Magnum (Automag) 0 0 2d6 +1 14 7 37/9
.45 ACP (M1911A1) +1 0 2d6-1 +1 9 7 39/10
.50 (Desert Eagle) +1 0 2d6+1 +1 15 9 49/13

Submachine Guns†
.32 Cz (Skorpion Model 61) +1 -1 1d6 0 8 20 28/8 AF5
9mm (Uzi) +2 0 1d6+1 0 12 40 50/16 AF5
9mm (Heckler&Koch MP5) +2 0 1d6+1 0 12 30 45/15 AF5
.45 ACP (Ingram MAC 10) +1 0 2d6-1 +1 12 32 59/17 AF5
.45 ACP (Thompson M-1928) +2 0 2d6-1 +1 13 50 7½2 AF5

Rifles†
7.62 RL (SVD Dragunov Sniper Rifle) +1 +2 2d6+1 +1 15 10 55/15 2H
.30-06 (M-1 Garand) +1 +2 2d6+1 +1 15 8 55/14 2H
.450 M Nitro (H&H African) 0 +2 2½d6 +1 16 2 56/12 2H

Assault Rifles†
.30 C (M-2 Carbine) +2 +1 1½d6 0 14 30 57/18 AF5
.223/5.56 (Colt M16A1) +2 +1 2d6 +1 12 30 73/23 AF5
5.54 R (AK-74) +2 +1 2d6 +1 14 30 73/23 AF5
7.62 R (AK47/AKM) +2 +1 2d6 +1 15 30 73/22 AF5
7.62 N (FN-FAL) +1 +2 2d6+1 +1 16 20 8½4 AF5

Shotguns†
12 gauge full choke +1 +2 2½d6 +1 10 5 61/14 2H
12 gauge open choke +1 0 2½d6 +1 9 5 55/11 2H
12 gauge sawed off +2 -2 2½d6 +1 9 5 54/11 2H

Heavy Weapons†
7.62 (M-60 LMG) +1 +2 2d6+1 +1 17 100 116/30 AF10, Bipod
.50 (M2HB HMG) +2 +4 2d6+1 +1 — 105 137/46 AF10, Mounted
FIM-92A Stinger SAM +2 — 14d6 N EX — 12 1 150/32 No Range Modifier
Wire Guided Missile (TOW) 0 — 6d6 AP +1 — 1 157/33 Mounted, No Range Modifier if
Concentrates (½ DCV)
Science Fiction Pistols†
Blaster Pistol +1 0 9d6N E — 8 32 84/24
Laser Pistol +1 0 2d6 AP E +0 9 32 72/21
Neutron Pistol +1 0 4d6 N NND — 7 32 50/15

Science Fiction Rifles†


Blaster Auto Rifle +1 +2 12d6 N E — 12 64 131/35 AF5, 2H
Laser Auto Rifle +1 +2 3d6 AP E +0 12 64 123/33 AF5, 2H
Neutron Auto Rifle +1 +2 5d6 N NND — 11 64 73/20 2H

Grenades†
Concussion — — 6d6 N EX — — 1 45/10 Thrown (Range Based On STR)
Fragmentation — — 2d6 EX 0 — 1 45/10 Thrown (Range Based On STR)
114 ■ Equipment Hero System 5th Edition

RANGED MUSCLE-POWERED WEAPONS TABLE


Weapon OCV RMod Damage STUNx STR Min Shots A/R Cost Notes
Bow, Heavy 0 0 1½d6 0 10 10 RC 44/12 2H, †
Bow, Light 0 0 1d6 0 8 10 RC 26/7 2H, †
Crossbow, Heavy 0 +1 1½d6 0 14 10 RC 47/11 2H, †, ‡
Crossbow, Light 0 +1 1d6+1 0 12 10 RC 38/9 2H, †, ‡
Longbow, Heavy 0 +1 2d6 0 15 10 RC 55/14 2H, †
Longbow, Light 0 +1 1d6+1 0 10 10 RC 38/10 2H, †
Shuriken/Darts 0 0 ½d6 0 5 9 RC 17/7
Sling 0 -1 1d6+1 +1 8 10 RC 27/10
Throwing Knife 0 0 1d6 0 7 4 RC 22/7

Bipod, Mounted: These weapons require a bipod or


Key And Notes mount; they are Bulky Foci
For Weapons Tables E: Energy damage
1½H, 2H: One-And-A-Half-Handed Weapon and EX: Explosion
Two-Handed Weapon. Most weapons only require
one hand; some require two. A One-And-A-Half- Long: Long Weapon; provides +1” reach
Handed Weapon ordinarily requires two hands, but
Mounted: Weapon must be mounted on a tripod or
a character can wield it in one hand by increasing
vehicle
its STR Min (see below) by +2.
N: Normal Damage (all other weapons do Killing
AF5: Autofire up to 5 shots
Damage)
AF10: Autofire up to 10 shots
NND: No Normal Defense
AP: Armor Piercing
RC: Recoverable Charges
†: STR Minimum Doesn’t Add To Damage
‡: Extra Time (1 Phase to reload between shots; -¾)
OCV
A modifier to the character’s OCV when he
uses the weapon.
RMOD
A modifier to the weapon’s accuracy at Range.
Positive values help to offset the standard Range
Modifier; negative values add to it. RMod can never
raise a character’s base OCV, it can only counteract
(or add to) Range Modifier penalties.
DAMAGE
The damage done by the weapon. Unless the
damage has the N (Normal Damage) notation, the
weapon does Killing Damage.

EXPLOSIVES
Explosive Damage Notes
Fragmentation Grenade 2d6 EX Thrown; Range
Based On STR
Concussion Grenade 6d6 N EX Thrown; Range
Based On STR
Dynamite (1 stick) 5d6 N EX
Dynamite (2 sticks) 6d6 N EX
Dynamite (4 sticks) 8d6 N EX
Nitroglycerine (1 Liter) 12d6 N EX
Gas Tank (12 Liters) 15d6 N EX
Plastic Explosive (1 block) 15d6 N EX
Mortar Round 4d6 EX
Howitzer Round 5d6 EX Loses 1 DC per 2
hexes
Heavy Bomb 6d6 EX Loses 1 DC per 3
hexes
Sidekick ■ Chapter Four 115

STUNx
The STUN Multiplier for Killing Damage
ARMOR AND SHIELDS
weapons. A “0” indicates no modifier, meaning a Characters may want to wear armor and carry
normal 1d6-1 STUN Multiplier. shields to partially or wholly protect themselves
from damage. Personal armor can range from a
STR MIN policeman’s kevlar vest to a knight’s plate cuirass.
The Strength Minimum for the weapon in Most armor functions as both PD and ED Armor,
Heroic campaigns (Superheroic campaigns don’t use meaning it’s Resistant Defense.
this rule). A weapon’s STR Min indicates the STR
required to use it effectively (not to just pick it up).
For every 5 points (or fraction thereof) of STR
ARMOR TYPES TABLE
a character is below a weapon’s STR Min, he suffers Fantasy Armor Defense
a -1 OCV and -1 Damage Class penalty when using Cloth 1
the weapon. Leather 2
For every full 5 points by which a character’s Boiled Leather 3
STR exceeds a weapon’s STR Minimum, he can add Brigandine 4
+1 Damage Class to the weapon (but he cannot Scale 5
more than double the weapon’s listed base damage; Chain 6
see page 97). Some weapons, such as bows and fire- Plate and Chain 7
arms, do not add damage from STR, no matter how Full Plate 8
much the character’s STR exceeds the weapon’s STR Modern Armor Defense
Minimum (for such weapons, the STR Minimum Light Kevlar 5
indicates the STR needed to hold, draw, and/or Kevlar 9
cock the weapon). Heavy Kevlar 11
SHOTS Science Fiction Armor Defense
Light Reflect +3 ED
The number of rounds of ammunition the Full Reflect +6 ED
weapon typically comes with. Characters can usu- Advanced Polymers 12
ally acquire more ammo if necessary. Only one Plasteel 15
round of ammunition can be thrown/shot in a
The Defense provided by armor works like the Power
Phase; when the weapon runs out, the character
Armor, and adds to both PD and ED.
must reload.
A/R COST
The Active Point/Real Point cost of the
SHIELD TABLE
weapon. Characters in Superheroic campaigns pay Shield DCV A/R Cost
the Real Point cost to have the weapon. Small Shield +1 5/2
Normal Shield +2 10/4
NOTES Large Shield +3 15/5
This catch-all category includes any informa-
tion not listed elsewhere.

SIGHTS
Certain technological devices allow anyone to shoot more accurately. Special vision devices let a gunman work in very
low light or total darkness. The attacker must first be Braced and be sighted in to use most of the sights listed on the
accompanying table. Each sight has an OCV modifier and modifier to the Range Modifiers. If a gun has no sights, the
character using it receives only the usual bonuses for Bracing (see page 94).

Name OCV RMod


Iron Sights (normal) +0 +0
Micrometer Sights +1 +0
Standard Scope +1 +1
High-Power Scope +1 +2
Laser Sight* +1 +1
Infrared Scope‡ — —
Nightsight Scope† — —

* Need not Brace to use; only works for shots to 64”; may not be usable against brightly colored backgrounds, through
fog, or in other conditions.
‡: Provides Infrared Perception (Sight Group)
†: Provides +3 to Sight Group PER Rolls to counteract darkness modifiers.
chapter five:

EXAMPLE CHARACTERS
Sidekick ■ Chapter Five 117

DEFENDER Total Powers & Skill Cost: 193 MORE EXAMPLE


Val Char Cost Roll Notes Total Cost: 350 CHARACTERS
40 STR 15*† 17- Lift 6,400 kg; 8d6 [4] 200+ Disadvantages
25 DEX 22*† 14- OCV: 8/DCV: 8 10 DNPC: Wendy Brooks (the Champions’s In addition to the
30 CON 15*† 15- sample characters in
housekeeper) 8- (Normal)
12 BODY 4 11- this section, there’s also
20 Hunted: Mechanon 8- (Mo Pow, NCI, Firebrand (the character
20 INT 10 13- PER Roll 13- Capture) featured in the example
15 EGO 10 12- ECV: 5 20 Hunted: VIPER 8- (Mo Pow, NCI, Capture) character sheet on page
20 PRE 10 13- PRE Attack: 4d6 10 Hunted: Lazer 8- (As Pow, Capture) 9) and Randall Irons
14 COM 2 12- 20 Psychological Limitation: Fearlessly Heroic; (the Pulp Hero character
5 PD 3 Total: 20 PD (15 rPD) Risks His Life Even In Obviously Lethal described on page 82).
5 ED 3 Total: 20 ED (15 rED) Situations (Very Common, Strong)
5 SPD 20* Phases: 3, 5, 8, 10, 12 20 Psychological Limitation: Code Versus
20 REC 21* Killing (Common, Total)
100 END 27* 10 Psychological Limitation: Must Live Up
40 STUN 18 Total Characteristic Cost: 184 To Family Reputation For Achievement
(Uncommon, Strong)
*: OIF (Powered Armor; -½)
15 Reputation: do-gooder superhero who’ll
†: No Figured Characteristics (-½)
help anyone, 14-
Movement: Running: 6”/12” 10 Social Limitation: Famous (Frequently,
Leaping: 8”/16” Minor)
Flight: 20”/40” 15 Social Limitation: Secret Identity (James
Harmon IV) (Frequently, Major)
Cost Powers END
40 Weapons Array: Multipower, 60-point Total Disadvantage Points: 350
reserve; all OIF (Powered Armor; -½)
Background/History: James Harmon IV comes from
4 1) Electric Blast: Energy Blast 12d6;
a long line of famous men and noteworthy heroes.
OIF (-½) 6
Eager to live up to his family’s reputation, he used
4 2) Pulse-Blast: Energy Blast 8d6, Autofire
his money and natural gift for inventing new tech-
(5 shots; +½); OIF (-½) 6
nologies to build a suit of powered armor. Now
1 3) Overload Blast: RKA 3d6; OIF (-½),
he fights crime as Defender, leader of the world-
Increased Endurance Cost (x4 END;
renowned Champions of Millennium City.
-1½), Activation Roll 15- (-¼) 16
4 4) EMP Pulse: Dispel 16d6, any Electricity Personality/Motivation: Defender is the living,
power one at a time (+¼); OIF (-½) 6 breathing embodiment of the word “hero.” He gives
3 5) Electro-Bolos: Entangle 6d6, 6 DEF; of himself unstintingly, taking on any mission to
OIF (-½), 12 Charges (-¼) [12] combat evil or save the helpless. He’s absolutely
3 Searchlight: Sight Group Images, 1” fearless, caring nothing for danger if only he can do
radius; OIF (Searchlight Generator; -½), something helpful.
Only To Create Light (-1), No Range (-½) 1
30 Powered Armor: Armor (15 PD/15 ED); Quote: “All right, team, let’s hit ’em hard! If they
OIF (-½) 0 make it past us, millions of lives are in danger!”
27 Boot-Jets: Flight 20”; OIF (-½) 4 Powers/Tactics: Defender’s “superpowers” all come
Perks from his suit of powered battlearmor. A marvel of
10 Money: Wealthy modern technology, it provides far more than just
protection. His weapon array, including several dif-
Skills ferent types of electric blasters, allows him to dish
6 +2 with Weapons Array out more damage than your average platoon, and his
3 Computer Programming 13- boot-jets give him air combat capability with a high
3 Electronics 13- degree of maneuverability. The suit even enhances
3 High Society 13- his Characteristics, making him stronger, faster, and
3 Inventor 13- tougher (the bonuses to his REC and END represent
1 Language: French (basic conversation; the suit’s batteries, which provide power for the weap-
English is native) ons, boot-jets, and other gadgets). James is constantly
2 Knowledge Skill: Millennium City 11- tinkering with the suit, finding ways to improve its
2 Knowledge Skill: New York City 11- performance or adapt it for specific situations.
1 Knowledge Skill: Washington, D.C. 8- In battle, Defender usually prefers his Electro-
2 Knowledge Skill: Superhuman World 11- bolos, which can restrain many opponents without
3 Mechanics 13- harming them. If they don’t work, his Electric Blast
2 Professional Skill: Play Chess 11- is his first option for single foes, or his Pulse-Blast
2 Science Skill: Chemistry 11- for groups — unless his opponent has electrical
3 Science Skill: Physics 13- powers, in which case he’ll try his EMP Pulse. Only
3 Systems Operation 13- in the most desperate situations does he use his
1 TF: V-Jet Overload Blast; he has a deep respect for all life
(even that of supervillains), and risks his full power
118 ■ Example Characters Hero System 5th Edition
only when it’s absolutely necessary. 3 Shadowing 11-
3 Stealth 14-
Appearance: Defender’s powered armor has a black
3 Streetwise 12-
framework, golden helmet, gauntlets, and boots,
2 TF: SCUBA, Snow Skiing
and blue breastplate, belt/trunks, and thigh- and
armbands. Out of his armor, James Harmon is a Total Powers & Skill Cost: 205
tall, dark-haired man in his early 30s, with a sort of Total Cost: 350
casual handsomeness many women find irresistible.
200+ Disadvantages
PULSAR 20 Hunted: Champions 8- (Mo Pow, NCI,
Val Char Cost Roll Notes Capture)
15 STR 5 12- Lift 200 kg; 3d6 [1] 20 Hunted: VIPER 8- (Mo Pow, NCI, Capture)
23 DEX 39 14- OCV: 8/DCV: 8 15 Psychological Limitation: Overconfidence
23 CON 26 14- (Very Common, Moderate)
14 BODY 8 12- 15 Social Limitation: Secret Identity (Frank
10 INT 0 11- PER Roll 11- Costen) (Frequently, Major)
11 EGO 2 11- ECV: 4 15 Unluck 3d6
15 PRE 5 12- PRE Attack: 3d6 30 Vulnerability: 2 x STUN from Physical
12 COM 1 11- HKAs (Very Common)
35 Experience Points
13 PD 10 Total: 23 (10 rPD)
17 ED 12 Total: 27 (10 rED) Total Disadvantage Points: 350
6 SPD 27 Phases: 2, 4, 6, 8, 10, 12
Background/History: After dropping out of high
10 REC 4
school and getting dishonorably discharged from
46 END 0
the Army for brawling, Frank Costen joined the
40 STUN 6 Total Characteristic Cost: 145
insidious criminal organization VIPER. Some of
Movement: Running: 6”/12” VIPER’s scientists used him as an unwilling subject
Flight: 10”/20” in experiments for human mutation... experiments
that worked! Frank gained the power to manipulate
Cost Powers END and project energy. Taking the name Pulsar, he
60 Energy Powers: Multipower, 60-point abandoned VIPER to make a name — and a lot of
powers money — for himself as a supervillain.
6 1) Power Blast I: Energy Blast 12d6 6
6 2) Power Blast II: Energy Blast 8d6, Personality/Motivation: Pulsar is, at heart, a lazy
Reduced Endurance (0 END; +½) 0 underachiever. He thinks of himself as the stuff
6 3) Stun-Blast: Energy Blast 6d6, NND master villains are made of, and explains all his fail-
(defense is ED FF; +1) 6 ures away as “bad luck.” But the truth is he doesn’t
2 4) Powered Punch: Hand To Hand Attack work hard at anything; he expects to be given fame,
+5d6; Hand-To-Hand Attack (-½) 2 fortune, and women on a silver platter, and he has
30 Force Field: FF (10 PD/ED), Reduced an excuse for everything that goes wrong.
Endurance (0 END; +½) 0 Despite his numerous failures, losses, and peri-
30 Power-Flight: Flight 10”, Reduced ods of imprisonment, Pulsar has an overweening
Endurance (0 END; +½) 0 sense of self-confidence. He’s convinced he has the
power to defeat anyone, and he’s quite susceptible
Martial Arts: Commando Training
to flattering comments and extravagent praise
Maneuver OCV DCV Notes
(especially from women). Despite his well-known
3 Aikido Throw +0 +1 3d6 + v/5, Target
dislike for taking orders, a charismatic person can
Falls
easily manipulate Pulsar into doing his bidding.
4 Boxing Cross +0 +2 5d6
4 Choke -2 +0 Grab One Limb, Quote: “Now you’ll see what true power is!”
2d6 NND (2)
4 Karate “Chop” -2 +0 ½d6 HKA Powers/Tactics: Pulsar has energy powers. He can
(1d6+1 with fire power-blasts, fly, and protect himself with a
STR) force field. He can even use his power to “juice up”
an otherwise ordinary punch. The only downside
Skills to Pulsar’s powers is that they altered his molecular
9 +3 with Energy Powers Multipower structure, making him vulnerable to things that
3 Combat Driving 14- pierce his skin — bullets, knives, and so on. Energy
3 Concealment 11- seeps out of cuts and punctures like blood gushing
3 Demolitions 11- from a wound, causing him intense pain.
7 Gambling 13- Appearance: Pulsar wears a bodystocking colored
2 Knowledge Skill: The Superhuman World 11- a green-tinted chrome, with a white starburst chest
1 Knowledge Skill: VIPER 8- symbol. His half-face mask, the same color as his
1 Knowledge Skill: U.S. Army 8- bodystocking, includes a set of darker green eye-
3 Power: Energy Powers 14- protecting goggles. His boots and short gloves are a
2 Professional Skill: Soldier 11- metallic green.
5 Security Systems 12-
Sidekick ■ Chapter Five 119

VALERIUS THE HARPER 10 Psychological Limitation: Touchily Proud;


Val Char Cost Roll Notes Takes Offense Easily (Common, Moderate)
10 STR 0 11- Lift 100 kg; 2d6 [1] 15 Psychological Limitation: Curiosity About/
14 DEX 12 12- OCV: 5/DCV: 5 Fascination With Magic (Common, Strong)
15 CON 10 12- 79 Experience Points
10 BODY 0 11- Total Disadvantage Points: 229
18 INT 8 13- PER Roll 13-
10 EGO 0 11- ECV: 3 SPELLS
20 PRE 10 13- PRE Attack: 4d6 Here’s game information on Valerius’s spells.
10 COM 0 11- Most of them take a Half Phase to cast; this is a
4 PD 2 Total: 4 PD (0 rPD) standard rule for Fantasy Hero campaigns.
4 ED 1 Total: 4 ED (0 rED)
BELZORATH’S SPELL OF WAKING DREAMS
3 SPD 6 Phases: 4, 8, 12
5 REC 0 Effect: Images to Sight Group
30 END 0 Target/Area Affected: 2” radius
23 STUN 0 Total Characteristics Cost: 49 Casting Time: Half Phase (Attack Action)
Casting Procedures: Focus, Gestures, Incantations
Movement: Running: 6”/12” Duration: Constant
Cost Spells END Range: 60”
4 Belzorath’s Spell Of Waking Dreams 2 Magic Roll Penalty: -1
22 Fireball 7 END Cost: 1
13 Jezric’s Spell Of True Seeming 18 Description: This spell, crafted aeons ago by the
7 Khelred’s Flammifer 0 sorcerer Belzorath and since refined and perfected
8 Protection From Fire 4 by many hands, allows the caster to create illusions.
15 Quench Flame 4
17 Stelrane’s Spell Of Dispersion 5 Game Information: Images to Sight Group,
20 Valerius’s Sparklings 6 Increased Size (2” radius; +¼) (12 Active
9 Wizard’s Power 3 Points); OAF (Wizard’s Staff; -1), Gestures (-¼),
8 Wizard’s Shield 2 Incantations (-¼), Requires A Sorcery Roll (-½).
Total cost: 4 points.
Skills
10 +2 to Magic Skill Rolls
FIREBALL
3 +1 with Magic Spells
3 Greater Orb Of Fire: +3 with Fire Magic Effect: RKA 2d6
rolls; OAF (-1) Target/Area Affected: 6” Radius
Casting Time: Half Phase (Attack Action)
2 Cryptography 13-; Translation Only (-½) Casting Procedures: Focus, Gestures, Incantations
3 High Society 13- Duration: Instant
3 Knowledge Skill: Arcane And Occult Knowl- Range: 335”
edge 13- Magic Roll Penalty: -7
2 Knowledge Skill: Herbalism 11- END Cost: 7
2 Knowledge Skill: History 11-
2 Knowledge Skill: Legends And Lore 11- Description: A favorite of many mages, this spell
1 Literacy produces a large sphere of magefire hot enough to
3 Power: Air Magic 13- injure almost any foe.
7 Power: Fire Magic 15- Game Information: RKA 2d6, Area Of Effect
5 Power: Sorcery 14- (6” Radius; +1¼) (67 Active Points); OAF
5 Power: Wizardry 14- (Wizard’s Staff; -1), Gestures (-¼), Incantations
2 Professional Skill: Play Harp 11- (-¼), Requires A Fire Magic Roll (-½). Total
2 Professional Skill: Singing 11- cost: 22 points.
1 Riding 8-
1 WF: Staff
JEZRIC’S SPELL OF TRUE SEEMING
Total Powers & Skills Cost: 180 Effect: Multiform (16 animals of up to
Total Cost: 229 200 points each)
75+ Disadvantages Target/Area Affected: Self
5 Distinctive Features: Wizard (Not Conceal- Casting Time: Half Phase
able; Noticed And Recognizable; Requires Casting Procedures: Gestures, Incantations
Unusual Sense [Detect Magic]) Duration: Constant
15 Hunted: Taal Salira 8- (Mo Pow, Kill) Range: Self
20 Hunted: Lord Garethon 8- (Mo Pow, NCI, Magic Roll Penalty: -6
Kill) END Cost: 18
10 Psychological Limitation: Self-Sacrificing; Description: This spell allows the caster to assume
Willing To Risk His Life In The Cause Of the form of various animals.
Good (Common, Moderate)
120 ■ Example Characters Hero System 5th Edition
Game Information: Multiform (16 ani- QUENCH FLAME
mals of up to 200 points each) (60 Active Effect: Dispel Fire 12d6
Points); Costs Endurance (to change only; Target/Area Affected: One character
-½), Increased Endurance Cost (3x END; - Casting Time: Half Phase (Attack Action)
1), Extra Time (1 Turn; -1¼), Gestures (-¼), Casting Procedures: Focus, Gestures, Incantations
Incantations (-¼), Requires A Wizardry Roll Duration: Instant
(-½). Total cost: 13 points. Range: 225”
Magic Roll Penalty: -4
KHELRED’S FLAMMIFER END Cost: 4
Effect: 1 point RKA, Armor Piercing Description: What a fire mage calls up, he must be
Target/Area Affected: One character or object able to put down. This spell lets him do just that.
Casting Time: Half Phase (Attack Action) It extinguishes fires both mundane and magical,
Casting Procedures: Gestures, Incantations snuffing them out without so much as a puff of
Duration: Uncontrolled (until runs out of smoke remaining.
fuel, or is extinguished)
Game Information: Dispel 12d6, any Fire power
Range: 30”
one at a time (+¼) (45 Active Points); OAF
Magic Roll Penalty: -2
(Wizard’s Staff; -1), Gestures (-¼), Incantations
END Cost: 0
(-¼), Requires A Fire Magic Roll (-½). Total
Description: One of the first spells bought by any cost: 15 points.
fire mage, Khelred’s Flammifer allows a wizard to
set flammable objects on fire. STELRANE’S SPELL OF DISPERSION
Game Information: RKA 1 point, Continuous Effect: Dispel Magic 14d6
(+1), Armor Piercing (+½), Reduced Endur- Target/Area Affected: One character
ance (0 END; +½), Uncontrolled (spell ends Casting Time: Half Phase (Attack Action)
when it runs out of fuel or oxygen, or some- Casting Procedures: Focus, Gestures, Incantations
one extinguishes the flames; +½) (17 Active Duration: Instant
Points); Gestures (-¼), Incantations (-¼), Lim- Range: 260”
ited Range (30”; -¼), Requires A Fire Magic Magic Roll Penalty: -5
Roll (-½). Total cost: 7 points. END Cost: 5
Description: One of the most basic spells in any
PROTECTION FROM FIRE wizard’s arsenal, the Spell Of Dispersion breaks
Effect: Armor (14 ED), Only Versus Fire apart and neutralizes mystic energies, causing spells
Target/Area Affected: Self to cease functioning.
Casting Time: Half Phase Game Information: Dispel 14d6, any Magic
Casting Procedures: Focus, Gestures, Incantations power one at a time (+¼) (52 Active Points);
Duration: Uncontrolled (duration of 1 OAF (Wizard’s Staff; -1), Gestures (-¼), Incan-
Hour, +1 Hour per +1 by which tations (-¼), Requires A Wizardry Roll (-½).
the character makes his Fire Total cost: 17 points.
Magic roll)
Range: Touch
Magic Roll Penalty: -3 VALERIUS’S SPARKLINGS
END Cost: 3 to cast Effect: RKA 2d6, Armor Piercing
Description: This spell allows the caster to confer Target/Area Affected: One Hex
on himself a high degree of protection from fire Casting Time: Half Phase (Attack Action)
attacks. The defense applies against both normal Casting Procedures: Focus, Gestures, Incantations
and magical fire, and lasts for a minimum of 1 Duration: Instant
Hour. For each point by which the caster makes his Range: 300”
Fire Magic roll, the duration increases for 1 Hour. Magic Roll Penalty: -6
The caster may end the spell at any time. END Cost: 6
Description: Valerius’s primary attack spell is one he
Game Information: Armor (14 ED), Uncon- developed himself. It “conjures” a small, intensely hot
trolled (see summary; +½) (31 Active Points); wisp of flame resembling a ghost, wraith, or min-
OAF (Wizard’s Staff; -1), Costs Endurance iature fire elemental. This “being” flies toward the
(only to cast; -¼), Gestures (-¼), Incantations target, causing intense pain and burns when it hits.
(-¼), Only Works Against Fire (-½), Requires A
Fire Magic Roll (-½). Total cost: 8 points. Game Information: RKA 2d6, Area Of Effect
(One Hex; +½), Armor Piercing (+½) (60
Active Points); OAF (Wizard’s Staff; -1), Ges-
tures (-¼), Incantations (-¼), Requires A Fire
Magic Roll (-½). Total cost: 20 points.
Sidekick ■ Chapter Five 121

WIZARD’S POWER has a wide selection of spells to call upon, though


Effect: +30 PRE, Only For Presence he favors spells that use or control the Element
Attacks of Fire. In combat he usually remains in the rear,
Target/Area Affected: Self taking advantage of his spells to attack his enemies
Casting Time: Half Phase (Attack Action) at range. He concentrates on enemy archers or
Casting Procedures: None spellcasters first, warriors second.
Duration: Constant Appearance: Valerius is a human wizard who
Range: Self stands about 6’0” tall and has a trim, fit build and
Magic Roll Penalty: -3 dark brown hair. His clean-shaven face betrays his
END Cost: 3 age of about 40. Although his countenance is gener-
Description: This spell surrounds the caster’s body ally lighthearted, his look can become deadly seri-
with a display of arcane power that impresses and ous and stern quickly.
cows those who witness it. He need not gesture or Valerius carries his Wizard’s Staff, a long,
incant to invoke this ability, nor use a Wizard’s Staff straight, polished length of black wood about his
or material components; he simply calls upon his height, at all times, only putting it aside (and within
innate mystic powers. easy reach!) when he needs to use both hands. Top-
ping the staff is a golden dragon which clasps with
Game Information: +30 PRE (30 Active Points); its body/legs the Greater Orb of Fire, a powerful
Only For Impressiveness/Fear Presence Attacks magical artifact.
(-1½), Requires A Wizardry Roll (-½), Costs
Endurance (-½). Total cost: 9 points.

WIZARD’S SHIELD
Effect: Force Field (12 PD/12 ED)
Target/Area Affected: Self
Casting Time: Half Phase
Casting Procedures: Focus, Gestures, Incantations
Duration: Constant
Range: Self
Magic Roll Penalty: -2
END Cost: 2
Description: A basic defensive spell taught to many
mages, the Wizard’s Shield provides protection
against most forms of attack. It does not shield the
caster against exotic forms of attack created by
some spells.
Game Information: Force Field (12 PD/12 ED)
(24 Active Points); OAF (Wizard’s Staff; -1),
Gestures (-¼), Incantations (-¼), Requires A
Wizardry Roll (-½). Total cost: 8 points.

Background/History: When he was young, Valerius


trained to become a harper, but soon discovered
he had a talent for spellcasting and pursued that
instead. He became a powerful wizard, one special-
izing in fire spells. Since then he’s participated in
many adventures, during one of which he found a
powerful magical artifact called the Greater Orb Of
Fire. He thinks he has yet to unlock the Orb’s full
powers.
Personality/Motivation: Thanks to his bardic train-
ing, Valerius lacks the somber mien of so many
wizards. Quick-witted, gregarious, talkative, enter-
taining, and ever-curious about the world around
him, he makes friends easily. He’s equally at home
in the company of kings and peasants, and seems
able to command the respect of all and sundry for
both his wisdom and his power.
Quote: “Do not think you can stand before one who
commands the power of magefire!”
Powers/Tactics: An accomplished wizard, Valerius
122 ■ Appendix Hero System 5th Edition

HERO SYSTEM
GLOSSARY
Aborting An Action: Taking an Action early or break free from the effects of those value of things like walls, vehicles, Entan-
to do something defensive. See page 89. Powers. See page 39. gles, inanimate objects in general, and the
like. DEF is Resistant.
Action: Any act a character can perform Characteristic: One of a character’s innate
during a Phase (q.v.). physical or mental capabilities, such as Delay An Action: See Held Action.
Strength, Intelligence, or Speed. See page 16.
Active Points: The total cost of a power DEX: Dexterity, a Characteristic.
after all Adders and Advantages are Characteristic Roll: A roll, similar to a Skill
Disadvantage: A drawback, complication,
applied (without reducing the cost via Roll, derived from a Characteristic using
or ongoing problem a character suffers
Limitations or other modifiers). For the formula (9+(CHAR/5)), used to deter-
from. Taking Disadvantages (such as
example, an Energy Blast 8d6 has 40 mine whether a character can accomplish
having a Social Limitation or a DNPC)
Active Points (8 x (5 points per d6)); an certain tasks. See page 16.
limits a character, but also fleshes him out
Energy Blast 8d6, Armor Piercing has
Character Points: The points used to and makes him more fun to play. Further-
60 Active Points ((8 x (5 points per d6))
create a character by purchasing Charac- more, Disadvantages provide more Char-
x1.5). Also referred to as Active Cost.
teristics, Skills, Perks, Talents, and Powers. acter Points to build the character with
Adder: An improvement to a Power See page 14. (see pages 14, 76).
which costs a flat amount of points,
Combat Movement: Moving while trying DNPC: Dependent Non-Player Character,
rather than multiplying the cost like an
to present a difficult target and seeking a Disadvantage. See page 77.
Advantage does. For example, doubling
out targets to attack. A character using
the Noncombat velocity of a Movement EB: Energy Blast, a Power. See page 48.
Combat Movement gets his full OCV and
Power costs+5 Character Points.
DCV, but moves more slowly than one EC: Elemental Control. See Power
Advantage: A modifier applied to a Power using Noncombat Movement (q.v.). Framework.
to make that Power more useful or effec-
Combat Value: See CV. ECV: Ego Combat Value. See CV.
tive. This increases the cost of the Power.
CON: Constitution, a Characteristic. ECV Attack Roll: The roll made to
AP: Armor Piercing, an Advantage.
determine if a mental attack hits the
CSL: Combat Skill Level. See page 25.
Attack Action: An Action requiring or target. The player rolls 3d6 and must
involving an Attack Roll (q.v.). See page 88. CV: Combat Value, determined by divid- get a number less than or equal to 11 +
ing your DEX by 3 and applying any Attacker’s OECV - Defender’s DECV to
Attack Roll: The roll made to determine if
modifiers from Combat Maneuvers, hit. Alternately, OECV +11 - 3d6 is the
an attack hits the target. The player rolls
equipment, surprise, and the like. For DECV you hit. See pages 39, 92.
3d6 and must get a number less than or
Mental Powers, use Ego Combat Value
equal to 11 + Attacker’s OCV - Defender’s ED: Energy Defense, a Characteristic.
(ECV), calculated by dividing your EGO
DCV to hit. See pages 90-91.
by 3 and applying any modifiers. Effect Roll: The roll made to determine the
Base: Refers to a Characteristic, Skill, CV is divided into Offensive Combat effect of a Mental Power on a target. See
or Power at its lowest or most primary Value (OCV) and Defensive Combat page 39. In a more generic sense, it can also
level, without any additional modifiers, Value (DCV). OCV and DCV both equal mean the roll made to determine the effect
bonuses, Adders, Advantages, and so to CV, but modifiers may affect them dif- of any Power.
forth. For example, “base CV” means CV ferently. Similarly, ECV is divided into
calculated by dividing DEX by 3, without Offensive ECV (OECV) and Defensive Elemental Control: A type of Power Frame-
adding any bonuses from Combat Skill ECV (DECV), which equal ECV. work (q.v.) through which several Powers
Levels or other sources. “Base Points” For more information on calculating with common special effects are bought.
means the Character Points each char- CVs, see pages 90-91. END: Endurance, a Characteristic.
acter receives “for free” at the beginning
d6: A six-sided die. Experience Points: Character Points
of the game, which he supplements by
taking Disadvantages. DC: Damage Class, a rating of an attack’s awarded during a campaign to reflect char-
effectiveness. See page 97. acters’ accomplishments and players’ role-
BODY: A Characteristic representing how playing skills. Experience Points are spent
much injury a character can withstand DCV: Defensive Combat Value. See CV. to improve existing abilities and learn new
before dying. See pages 17, 99. ones. See page 81.
DECV: Defensive Ego Combat Value.
BOECV: Based On Ego Combat Value, an See CV. Figured Characteristics: See Characteristics.
Advantage. See page 64.
DEF: Defense, meaning both Physical Framework: See Power Framework.
Breakout Roll: The roll made by the Defense (PD) and Energy Defense (ED).
victim of certain Mental Powers to resist Commonly used to refer to the Defense Full Move: Moving more than half of your
Sidekick 123

inches of movement. See page 88. the game, also called a Hex (q.v.). humans in Heroic campaigns. Beyond this
limit they must pay double to increase
Full Phase: An Action which requires a INT: Intelligence, a Characteristic.
their Characteristics. See page 16.
character’s entire Phase to perform. The
IPE: Invisible Power Effects, an Advantage.
character may take no other Actions that Normal Damage: The damage done by
See page 64.
Phase. Examples of Full Phase Actions most attacks, including Energy Blasts, fists,
include using more than half of your KA: Killing Attack. See page 97. clubs, and the like. To determine it, roll the
inches of movement, taking a Recovery, dice. The total on the dice is the amount
recovering from being Stunned, changing Killing Damage: The damage done by Kill- of STUN the target takes. The BODY is
a Clip of ammunition, or attacking before ing Attacks, such as bullets, knives, claws, determined by looking at the numbers
making a Half Phase Action. See page 88. and the like. To determine it, roll the dice. rolled: every 1 rolled does 0 BODY, every
The total on the dice is the amount of 2-5 rolled does 1 BODY, and every 6 rolled
GM: Gamemaster — the director, referee, BODY the target takes. To determine the does 2 BODY. (Thus, the number of BODY
and arbiter of a roleplaying game session. STUN damage done, roll 1d6-1 (minimum done is usually close to the number of dice
of 1) and multiply the BODY done by the rolled.) Normal Damage is affected by
HA: Hand-To-Hand Attack (a Power).
number rolled. Only Resistant Defense both Normal and Resistant Defenses. See
Half Move: Moving up to half of your protects against Killing Damage. For com- page 97.
inches of movement. plete information, see page 97.
Normal Defenses: Defenses which protect
Half Phase, Half Phase Action: An Action Knockback (KB): Being knocked backward against Normal Damage, but not against
which only requires half a Phase to per- by the force of an attack, a possible effect of Killing Damage. See pages 97-98.
form (in other words, a character can per- being hit in combat. See page 99.
form two Half Phase Actions per Phase). NPC: Nonplayer Character.
Knocked Out: Unconscious. A character
Half Phase Actions include using up to half
is Knocked Out when he loses all of his OAF: Obvious Accessible Focus, a type of
of your inches of movement, or opening
STUN due to damage from attacks. See Limitation. See page 69.
a door. Attacks only take a Half Phase if
page 99.
made after performing any other type of OCV: Offensive Combat Value. See CV.
Half Phase Action. See page 88. KS: Knowledge Skill. See page 26.
OECV: Offensive Ego Combat Value. See CV.
Hand-To-Hand Combat (HTH): Combat Limitation: A modifier applied to a Power
OIF: Obvious Inaccessible Focus, a type of
between characters who are standing in which makes that Power less useful, or
Limitation. See page 69.
the same or adjacent hexes. Usually HTH restricts its use in some way. This reduces
Combat involves punching or melee weap- the cost of the Power. A Power with a Limi- OIHID: Only In Heroic Identity, a Limita-
ons such as swords, not attacks which work tation has been “Limited.” See page 67. tion which simulates a Power which only
at range (such as guns or energy blasts). works when the character is in a specific
Line Of Sight: The method by which char-
identity or form. See page 71.
Held Action: An Action not taken on the acters target Mental Powers. See Mental
character’s DEX in a Phase, but instead Powers, page 39. PC: Player Character (q.v.).
“held” or delayed until a later DEX or Seg-
ment for some reason. See page 89. LOS: Line Of Sight (q.v.). PD: Physical Defense, a Characteristic.

Heroic: General term for campaigns in NCI: Noncombat Influence. See Hunted, PER Roll: Perception Roll, a roll made to
which the PCs are primarily normal, pages 78-79. see if a character perceives something with
having Skills, Perks, and possibly Talents or one of his Senses. A character’s base PER
NCM: Normal Characteristic Maxima
minor special abilities built with Powers, Roll is (9+(INT/5)) or less. See page 86.
(q.v.).
but few or no overt superhuman powers. Phase: A Segment (q.v.) on which a char-
NND: A No Normal Defense attack; an
Hex: A standard unit of measurement acter can perform an Action. A character’s
attack with that Advantage. See page 64.
in the game — a six-sided area one inch SPD determines his Phases. See page 87,
(25mm) across on a map, representing an Noncombat Movement: Moving without and also Full Phase, Half Phase, and Zero-
area 2 meters across (approximately 6.5 trying to present a difficult target or seek- Phase Action.
feet). Hexes are used to measure range, ing targets to attack so as to achieve higher
Player Character: A character created by,
movement, and areas in the HERO System. speeds. Characters using Noncombat
and whose actions are controlled by, one of
Movement are at ½ DCV, 0 OCV.
HKA: Hand-To-Hand Killing Attack (a the players.
Power). See page 54. Nonplayer Character: A character played
Post-Segment 12: A period between Turns
by the GM, with whom Player Characters
Holding An Action: See Held Action. which takes no time. After each Segment
interact.
12, a Turn ends, and in the Post-Segment
HRRP: High Range Radio Perception, an Nonresistant: Normal Defenses (q.v.) 12 period before the next Turn begins,
Enhanced Sense. See page 48. — defenses which do not protect against characters automatically get to take Recov-
Killing Damage. eries. See page 100.
HTH: Hand-To-Hand Combat (q.v.)
Nontargeting Sense: A Sense which a Power: When capitalized (Power), this
IAF: Inobvious Accessible Focus, a type of
character cannot use to locate targets in term signifies a game element described on
Limitation. See page 69.
combat. Nontargeting Senses include Hear- pages 34-61. Characters purchase Powers
IIF: Inobvious Inaccessible Focus, a type of ing, Smell, and Taste. See Targeting Sense. with Character Points and use them to
Limitation. See page 69. build powers (not capitalized) — any
Normal Characteristic Maxima: An upper superhuman or unusual ability a character
Inch: A standard unit of measurement in limit on the Characteristics of normal may possess. Characters also use Powers
124 ■ Appendix Hero System 5th Edition
to build equipment and (in Heroic cam- Resistant Defenses: Defenses which pro- Stunned: A character becomes Stunned
paigns) minor special abilities. tect against Killing Damage. See Killling when he takes more STUN damage from
Damage, Normal Defenses. a single attack than he has points of CON.
Power Framework: Power Modifiers which
See page 99.
change the way a character’s Powers are RKA: Ranged Killing Attack (a Power).
grouped, structured, and/or bought. The STR: Strength, a Characteristic. See pages
Power Frameworks are Elemental Controls RSL: Range Skill Levels. See page 28.
16-17.
(ECs) and Multipowers (MPs). See page 72. Segment: The smallest unit of time in the
Superheroic: General term for campaigns
PRE: Presence, a Characteristic. See page 17. game, equal to 1 second. There are 12 Seg-
in which the player characters are primar-
ments in a Turn. A Segment on which a
ily superhuman, having not only Skills,
Primary Characteristics: See Characteristics. character can act is one of that character’s
Perks, and Talents, but overt superhuman
Phases (q.v.). See page 87.
PS: Professional Skill. See page 28. abilities bought with Powers. See page 14.
Skill: A learned ability or body of knowl-
Ranged Combat: Combat which takes Taking A Recovery: See Recovery.
edge which the character possesses. Exam-
place at any distance beyond HTH Combat
ples include the ability to pick locks, drive a Talents: Weird and unusual abilities which
range and involves the use of ranged
car, or know all about literature. Characters some characters possess. Examples include
attacks such as firearms, energy bolts,
purchase Skills with Character Points. Ambidexterity, Eidetic Memory, and Per-
arrows, or thrown knives.
fect Pitch. See pages 32-33.
Skill Versus Skill Contest: A method for
Range Modifier: A penalty to an Attack
resolving competing actions. The character Targeting Sense: A Sense which a character
Roll which represents how much more dif-
taking action makes a Skill Roll, and if he can use to detect the exact location of tar-
ficult it is to hit targets far away from you.
succeeds, the character opposing him has a gets in combat (and therefore attack them
The further away you are from a target, the
-1 to his Skill Roll for every 1 point the first at no penalty). For normal humans, Sight is
greater the Range Modifier (and thus the
character made his roll by. See page 22. the only Targeting Sense. See page 86.
worse the penalty). The Range Modifier
also applies to PER Rolls. See page 92. Slot: One of the powers within a Power TF: Transport Familiarity, the Skill of driv-
Framework. For example, a Multipower ing or piloting various types of vehicles.
Real Points: The final cost of a power after
with Energy Blast, Killing Attack, Flight, See page 30.
all Advantages and Limitations are applied
and Force Field has four slots, one with
— the actual number of points the charac- Time Chart: A chart in the game used to
each power.
ter spends to buy the power. For example, determine the effects of powers and abili-
an Energy Blast 8d6 bought with the Limi- SPD: Speed, a Characteristic. See page 18. ties which work over long periods of time.
tation OAF costs 20 Real Points (a base of See page 22.
40 Active Points, subject to a -1 Limita- Special Effects: The defining features
tion). Also referred to as Real Cost. of a power or maneuver, chosen by the Turn: A unit of time in the game equal to
player. Special effects determine how a 12 seconds. Each second is called a Seg-
Recovery: power or maneuver is used, what Advan- ment. See page 87.
1. A Characteristic (REC) which mea- tages and Limitations it has, and so forth.
Value: The number defining a Characteris-
sures how fast a character Recovers Examples of special effects include Fire,
tic or Advantage.
from taking damage. See page 18. Weather, Sound, Gadget, Mutant Powers,
Cosmic Energy, or Electricity. An Energy WF: Weapon Familiarity, the Skill of using
2. An Action in which a character gets
Blast defined as projecting a bolt of various types of weapons. See page 30.
back his REC worth of STUN and
flame at the target would have a Fire spe-
END. All characters get an automatic Zero-Phase Action: An Action which takes
cial effect. See page 34.
Recovery in Post-Segment 12. This so little time that it can be performed at
is also called “taking a Recovery.” See SS: Science Skill. See page 28. the beginning a Phase or after a character
page 100. makes a Half Phase Action, but not after
performing a Full Move or making an
attack. Zero Phase Actions include turning
a Power on or off or switching slots in a
Multipower. See page 88.
Sidekick 125

SIDEKICK INDEX
If you’re looking for the definition of a term Choke Hold (Martial Maneuver) .27, 95-96 Dracoform Amulet (example power) ... 58 Growth (Power) ...................................... 52
or abbreviation, you should also check the Clairsentience (Power) .......................... 46 Drain (Power) ......................................... 47 Guns .................................................. 112-15
Glossary on page 122. Climbing (Skill) ....................................... 24 Drowning................................................ 100 Half Phase Action .................................... 88
Clinging (Power) ..................................... 46 Duration Advantages (Advantage) ........ 64 Hand-to-Hand Attack (HA) (Power) ... 53
Aborting an Action ................................. 89 Combat ............................................. 86-104 Duration of Powers ................................. 36 Haymaker (Combat Maneuver) ............ 95
Absolute Time Sense (Talent) ................ 32 Example of combat ....................... 102-04 ECV Attack Roll................................. 39, 92 Healing (Power) ...................................... 53
Accelerating .............................................. 40 Time........................................................ 87 Effect Rolls for Mental Powers ............... 39 Healing damage (STUN and BODY).. 100
Accidental Change (Disadvantage) ....... 76 Combat Driving (Skill) ........................... 24 Ego (EGO) (Characteristic) ................... 17 Healing-Spell (example power) ............. 75
Acrobatics (Skill) ..................................... 24 Combat Maneuvers ........................... 94-96 Ego Attack (Power) ................................. 47 Height, standard ........................................ 6
Acting (Skill) ............................................ 24 Combat Modifiers ............................. 92-94 Eidetic Memory (Talent) ........................ 32 Hero Designer (character
Actions ................................................ 88-89 Combat Movement ................................. 40 Electricity, effects of ............................... 106 creation software) ................................... 5
Actions Which Take No Time ............... 88 Combat Piloting (Skill) ........................... 25 Electronics (Skill) .................................... 26 HERO System resources ............................ 5
Activation Roll (Limitation) .................. 68 Combat Sense (Talent)............................ 32 Elemental Control (Power Framework) . 72 Heroic campaigns .................................... 14
Active Sonar (Power) 48 Combat sequence .............................. 90-91 Encumbrance (Combat Modifier)......... 93 Heroic maximum values for
Adjustment Powers ........................... 37-38 Combat Skill Levels (Skill) ..................... 25 Endurance (END) Characteristics ....................................... 16
Advantages ............................................... 62 Combat Value ..................................... 90-91 (Characteristic) ................... 18, 36-37, 89 Hexes ..................................................... 6, 87
Adventuring ..................................... 86-104 Comeliness (COM) (Characteristic)..... 17 Endurance Limitations (Limitation) ..... 69 High Range Radio Perception (HRRP)
Affects Desolidified (Advantage) .......... 63 Complementary Skills............................. 22 Energy Barrier Bracers (Power) .................................................. 48
Aid (Power) 45 Computer Programming (Skill) ............ 25 (example power) ................................... 52 High Society (Skill) ................................. 26
Always On (Limitation).......................... 68 Concealment (Combat Modifier).......... 93 Energy Blast (Power) .............................. 48 Holding an Action ................................... 89
Ambidexterity (Talent) ........................... 32 Concealment (Skill) ................................ 25 Energy Defense (ED) (Characteristic).. 18 Holding one’s breath.............................. 100
Animal Handler (Skill) ........................... 24 Concentration (Limitation) ................... 69 Enhanced Hearing (Power) ................... 48 Hunted (Disadvantage)..................... 78-79
Area Of Effect (Advantage) .................... 63 Constant Powers ...................................... 36 Enhanced Perception (Sense Modifier) ... 49 Hyper-Running (example power) ......... 59
Area Of Effect Attack Constitution (CON) Enhanced Radio (Power) ....................... 48 Icy Prison (example power) ................... 75
(Combat Modifier) ............................... 92 (Characteristic) ............................... 17, 99 Enhanced Senses (Power) ..................... 48 Illusionary Duplicate Spell
Armor (Power) ....................................... 45 Contact (Perk).......................................... 31 Enhanced Sight (Power) ........................ 48 (example power) ................................... 54
Armor (worn) ........................................ 115 Continuous (Advantage) ........................ 64 Enraged (Disadvantage) ......................... 78 Images (Power) ....................................... 54
Armor Piercing (Advantage) ................. 63 Contortionist (Skill) ................................ 25 Entangle (Power) .................................... 50 Immunity (Power) .................................. 55
Astral Portal (example power) ............... 50 Conversation (Skill) ................................ 25 Environment, generally............. 93, 106-07 Incantations (Limitation) ....................... 70
Attack Action ..................................... 88-89 Costs Endurance (Limitation) ............... 69 Environmental Conditions Inches .................................................... 6, 87
Attack Powers........................................... 38 Criminology (Skill) ................................. 25 (Combat Modifier) ............................... 93 Increased Arc Of Perception
Attack Rolls ........................................ 90-91 Cryptography (Skill) ............................... 26 Environmental Movement (Talent) ...... 32 (Sense Modifier).................................... 49
Autofire (Advantage) .............................. 63 Crystal Ball (example power) ................ 46 Equipment ........................................ 109-15 Increased Endurance Cost (Limitation)...69
Autofire (Combat Modifier)............. 92-93 Cupid’s Dart (example power) ............... 56 Everyman Skills ....................................... 22 Increased Maximum Range
Based On Ego Combat Value Cyberware, creating................................. 74 Example of combat .......................... 102-04 (Advantage) ........................................... 65
(BOECV) (Advantage) ......................... 64 Damage Class ........................................... 97 Example Powers ........45-61, 74-75, 119-21 Infrared Vision (Power) ......................... 48
Basic rules and concepts ........................... 6 Damage, determining and taking .... 97-99 Experience Points .................................... 81 Initiative .............................................. 87, 89
Become Insect Size (example power) ... 59 Damage Resistance (Power) 46 Explosion (Advantage) ........................... 64 Injury......................................................... 99
Belzorath’s Spell Of Waking Dreams Damage Shield (Advantage)................... 64 Explosion (Combat Modifier) ............... 92 Instant Powers .......................................... 36
(example power) ................................. 119 Danger Sense (Talent) ............................. 32 Explosives ............................................... 114 Intelligence (INT) (Characteristic) ....... 17
Benchmarks for Characteristics ...... 19-20 Darkness (Power) ................................... 46 Extra Damage Classes Interrogation (Skill) ................................ 26
Berserk (Disadvantage) .......................... 78 DCV .......................................................... 91 (Martial Arts) ............................ 27, 95-96 Introduction ............................................... 5
Blaster Pistol (example power) .............. 48 Deafness .................................................... 86 Extra Limbs (Power) .............................. 50 Inventor (Skill) ......................................... 26
Blaster Rifle (example power) ................ 48 Death ......................................................... 99 Extra Time (Limitation) ......................... 69 Invisibility (Power) ................................. 54
Blindness................................................... 86 Decelerating ............................................. 40 Extra-Dimensional Movement (Power) 50 Invisible Power Effects (Advantage) ..... 64
Block (Combat Maneuver) ..................... 94 Deduction (Skill) ..................................... 26 Falling, effects of .................................... 106 Jezric’s Spell Of True Seeming
Body (BODY) (Characteristic) ........ 17, 99 Defender (example character) ... 102-04, 117 Fast Draw (Skill) ...................................... 26 (example power) ................................. 119
Body-Affecting Powers ........................... 38 Defense (DEF) (Characteristic Faster-Than-Light (FTL) Travel Jujutsu (Martial Arts style) ..................... 96
Boots Of Spider Climbing for objects) ............................................. 19 (Power) .................................................. 51 Karate (Martial Arts style)...................... 96
(example power) ................................... 46 Defense Powers ........................................ 39 Fencing (Martial Arts style) ................... 96 Khelred’s Flammifer (example power) ...120
Boxing (Martial Arts style)..................... 96 Defensive Strike (Martial Figured Characteristics ........................... 18 Killing Attack (Hand-To-Hand)
Brace (Combat Maneuver) ..................... 94 Maneuver).................................. 27, 95-96 Fingertip Blades (example power) ........ 74 (Power) .................................................. 54
Breakfall (Skill) ........................................ 24 Delayed Return Rate (Advantage)......... 38 Fire, effects of ......................................... 106 Killing Attack (Ranged) (Power) .......... 55
Breaking things ...................................... 107 Demolitions (Skill) .................................. 26 Fire Flare Blast (example power) ........... 48 Killing Damage ........................................ 97
Breakout Rolls for Mental Powers ......... 40 Density Increase (Power) ...................... 47 Firearms ............................................ 112-15 Killing Strike (Martial
Breathe Underwater (Power) ................ 55 Dependence (Disadvantage) .................. 77 Fireball (example power)...................... 119 Maneuver).................................. 27, 95-96
Bribery (Skill)........................................... 24 Dependent NPC (Disadvantage) ........... 77 Firebrand (example character) .......... 9-12 Knockback ................................................ 99
Brotherhood Of Taramak’s Mental Desolidification (Power) ........................ 47 Flash (Power) .......................................... 51 Knockback Resistance (Power) ............. 55
Bond (example power) ......................... 57 Detect (Power) ........................................ 49 Flash Defense (Power) ........................... 51 Knockout .................................................. 99
Bugging (Skill) ......................................... 24 Detect Magic Spell (example power) .... 49 Flight (Power) ......................................... 51 Knowledge Skill (Skill) ........................... 26
Bump of Direction (Talent) ................... 32 Determining damage ........................ 97-99 Focus (Limitation)................................... 69 Kung Fu (Martial Arts style) .................. 96
Bureaucratics (Skill) ................................ 24 Dexterity (DEX) (Characteristic) .......... 17 Follower (Perk) ........................................ 31 Language (Skill) ....................................... 27
Calculations................................................ 6 Dice, what to roll.............................. 6, 7, 90 Force Field (Power) ................................ 51 Laser Bolt Eyes (example power) .......... 36
Calculations Tables .................................. 66 Diminished Eating (Power) .................. 55 Force Wall (Power) ................................. 52 Laser Pistol (example power) ................. 55
Caution Sign............................................. 34 Diminished Sleep (Power) ..................... 55 Forensic Medicine (Skill)........................ 26 Leaping................................................ 16-17
Change Environment (Power) .............. 45 Disadvantages Forgery (Skill) .......................................... 26 Leaping (Power) ...................................... 55
Character creation ............................. 13-84 Generally .......................................... 76-81 Fringe Benefit (Perk) ............................... 31 Legsweep (Martial Maneuver) ... 27, 95-96
Character creation software ..................... 5 By campaign type.................................. 14 Full-Phase Action .................................... 88 Life Support (Power) .............................. 55
Character Points ...................................... 14 Money as ................................................ 31 Gambling (Skill) ...................................... 26 Light Blast (example power) .................. 51
Character sheet example............. 9-12, 127 Disarm (Combat Maneuver) ................. 94 Game scale............................................ 6, 87 Lightning Bolt Spell (example power) .. 48
Characteristic Rolls ................................. 16 Discriminatory (Sense Modifier) .......... 49 Gas Mask (example power) .................... 55 Lightning Calculator (Talent) ................ 32
Characteristics ................................... 16-20 Disguise (Skill) ......................................... 26 Gestures (Limitation).............................. 70 Lightsleep (Talent) ................................... 33
Characteristics (Power) ......................... 45 Dispel (Power) ........................................ 47 Glider Cape (example power) ................ 52 Limitations ............................................... 67
Charges (Advantage) ............................... 64 Dispel Magic Spell (example power) .... 47 Gliding (Power) ...................................... 52 Limited Power (Limitation) ................... 70
Charges (Limitation) ............................... 68 Distinctive Features (Disadvantage) ...77-78 Glossary .................................................. 122 Limited Range (Limitation) ................... 71
Charm Others Spell (example power) .. 56 Dodge (Combat Maneuver) ................... 94 Glue Grenade (example power)............. 50 Line Of Sight ............................................ 39
Chemicals, effects of .............................. 106 Double Jointed (Talent) .......................... 32 Grab (Combat Maneuver) ...................... 94 Linked (Limitation)................................. 70
126 ■ Appendix Hero System 5th Edition
Lipreading (Skill) ..................................... 27 Physical Defense (PD) (Characteristic) ....18 Special effects ..................................... 34-36 Thermovision Goggles (example
Lockgun (example power) ..................... 59 Physical Limitation (Disadvantage) ...... 79 Special Powers.......................................... 41 power) .................................................... 49
Lockpicking (Skill) .................................. 27 Power (Skill) ............................................. 28 Speed (SPD) (Characteristic) ........... 18, 87 Throwing things................................. 16-18
Longevity (Power) .................................. 55 Power Categories ............................... 37-41 Speed Chart .............................................. 87 Time Chart ............................................... 22
Luck (Power) ............................................. 5 Power Defense (Power) ......................... 59 Speed Reading (Talent) ........................... 33 Tracking (Skill) ........................................ 29
Magehand (example power) .................. 75 Power Frameworks .................................. 72 Spell Of Diminished Magic Tracking Smell (Power) ......................... 49
Martial Arts (Skill) ............................ 27, 96 Power Staff (example power) ................. 75 (example power) ................................... 59 Trading (Skill) .......................................... 29
Martial Block (Martial Powers ................................................. 34-61 Spell Of Paralysis (example power)....... 50 Transfer (Power) ..................................... 61
Maneuver).................................. 27, 95-96 Powers Reference Tables ................... 42-44 Spell Of Petrification (example power).... 61 Transform (Power) ................................. 61
Martial Disarm (Martial Presence (PRE) (Characteristic) .... 17, 101 Spells, creating.................................. 75, 119 Transport Familiarity (Skill) .................. 30
Maneuver).................................. 27, 95-96 Primary Characteristics .................... 16-17 Spending Character Points ............... 14-15 Tunneling (Power) .................................. 61
Martial Dodge (Martial Professional Skill (Skill) .......................... 28 Standard Powers ...................................... 41 Turn (time measurement) ...................... 87
Maneuver).................................. 27, 95-96 Protection From Fire (example power) .. 51 Stealth (Skill) ............................................ 29 Ultimate Disguise (example power)...... 58
Martial Escape (Martial Protection From Fire (example spell) ....120 Stealth Suit (example power) ................. 55 Ultrasonic Hearing (Power) .................. 48
Maneuver).................................. 27, 95-96 Psi-Shield Helmet (example power) ..... 56 Stelrane’s Spell Of Dispersion Ultraviolet Vision (Power) ..................... 49
Martial Grab (Martial Psychic Agony (example power) ........... 74 (example power) ................................. 120 Uncontrolled (Advantage)...................... 65
Maneuver).................................. 27, 95-96 Psychic Invisibility (example power) .... 74 Stop Sign ................................................... 34 Unfamiliar Weapon (Combat
Martial Maneuvers ...................... 27, 95-96 Psychokinesis (example power) ............. 60 STR Minimum (for weapons) .............. 115 Modifier) ................................................ 94
Martial Strike (Martial Psychokinetic Blast (example power) ... 74 Streetwise (Skill) ...................................... 29 Universal Translator (Talent) ................. 33
Maneuver).................................. 27, 95-96 Psychological Limitation Strength (STR) (Characteristic)....... 16-18 Unluck (Disadvantage) ........................... 81
Martial Throw (Martial (Disadvantage) ...................................... 79 Strength Boost Pill (example power) .... 45 Upgrading to the full HERO System ....... 5
Maneuver).................................. 27, 95-96 Pulsar (example character)..... 102-04, 118 Stretching (Power) .................................. 59 Valerius the Harper (example
Mechanics (Skill) ..................................... 27 Quench Flame (example power) ......... 120 Strike (Combat Maneuver) .................... 96 character) ....................................... 119-21
Melee weapons ................................. 112-15 Questionite Claws (example power) ..... 55 Stun (STUN) (Characteristic) .......... 18, 99 Valerius’s Sparklings (example power)....120
Mental Awareness (Power) .................... 48 Radar (Power) ......................................... 48 Stunning ................................................... 99 Variable Effect (Advantage) ................... 37
Mental Combat ........................................ 92 Radio Perception/Transmission Summary of rules ...................................... 6 Vehicles ............................................. 109-11
Mental Defense (Power) ........................ 56 (Power) .................................................. 48 Super-Tough Skin (example power) ..... 46 Ventriloquism (Skill)............................... 30
Mental Illusions (Power) ....................... 56 Randall Irons (example character) .. 82-84 Superheroic campaigns ........................... 14 Visibility of Powers.................................. 36
Mental Powers.......................................... 39 Range (Sense Modifier) .......................... 49 Suppress (Power) .................................... 59 Visible (Limitation) ................................. 71
Microscopic Vision (Power) .................. 49 Range Advantages (Advantage) ............. 65 Surprised (Combat Modifier) ................ 93 Vulnerability (Disadvantage) ................. 81
Mimicry (Skill) ........................................ 27 Range Based On STR (Limitation) ....... 71 Surprise Move (Combat Modifier).. 93-94 Weakness Darts (example power) ......... 47
Mind Control (Power) ........................... 56 Range Limitations (Limitation) ............. 71 Survival (Skill) ......................................... 29 Weapon Element
Mind Link (Power) ................................. 57 Range Modifier ........................................ 92 Susceptibility (Disadvantage) ................ 80 (Martial Arts) ............................ 27, 95-96
Mind Scan (Power) ................................ 57 Range of Powers ...................................... 36 Swimming (Power) ................................. 60 Weapon Familiarity (Skill) ..................... 30
Mind-Blast (example power) ................. 47 Range Skill Levels (Skill) ........................ 28 Swinging (Power) ................................... 60 Weapons ........................................... 112-15
Mind-Reading (example power) ........... 60 Ranged (Advantage)................................ 65 Systems Operation (Skill) ....................... 29 Weaponsmith (Skill) ............................... 30
Mindscapes (example power) ................ 56 Reaction-Enhancing Drug Tactics (Skill) ............................................ 29 Weather Control (example power) ....... 35
Mindseeking (example power) .............. 57 (example power) ................................... 45 Taking damage ................................... 97-99 Weight, standard ........................................ 6
Modifiers for Skills .................................. 21 Recovery (REC) (Characteristic) .. 18, 100 Talents ....................................................... 32 Werewolf Form (example power) ......... 58
Mole Machine (example power) ............ 61 Reduced Endurance (Advantage).......... 65 Target Size (Combat Modifier) .............. 94 Wind Manipulation (example power) ..... 60
Money (Perk) ........................................... 31 Reflex Enhancement (example power).....74 Targeting Sense (Sense Modifier) .......... 49 Wings (example power) .......................... 51
Move By (Combat Maneuver) ............... 95 Reputation (Disadvantage) .................... 79 Targeting Senses ................................ 49, 86 Wizard’s Flight Spell (example power) .... 51
Move Through (Combat Maneuver)..... 95 Requires A Skill Roll (Limitation) ......... 71 Telekinesis (Power) ................................ 60 Wizard’s Power (example power) ........ 121
Movement, basic ...................................... 16 Resistance (Talent) .................................. 33 Telepathy (Power) ................................... 60 Wizard’s Shield (example power) ........ 121
Movement Powers ................................... 40 Riding (Skill) ............................................ 28 Teleportation (Power) ............................ 60 Wrestling (Martial Arts style) ................ 96
Multiform (Power) ................................. 58 Rivalry (Disadvantage) ........................... 80 Teleportation Chamber (example X-Ray Vision (example power) .............. 75
Multipower (Power Framework) ..... 72-73 Rounding .................................................... 6 power) .................................................... 60 X-Ray Vision (Power) ............................ 49
Muscle Grafts (example power) ............. 74 Rules summary .......................................... 6 Telescopic (Sense Modifier) ................... 50 Zero-Phase Action................................... 88
Mystic Bolt (example power) ................. 75 Running (Power) .................................... 59
Navigation (Skill)..................................... 27 Sacrifice Throw (Martial
Nerve Strike (Martial Maneuver).................................. 27, 95-96
Maneuver).................................. 27, 95-96 Safe Environment (Power) .................... 55
Nightvision (Power) ............................... 49 Scale of the game ................................. 6, 87
No Normal Defense (NND) Science Skill (Skill) .................................. 28
(Advantage) ........................................... 64 Security Systems (Skill) .......................... 28
No Range (Limitation)............................ 71 Seduction (Skill) ...................................... 28
No Range Modifier (Advantage) ........... 65 Segment (time measurement)................ 87
Noncombat Movement ........................... 40 Self-Contained Breathing (Power) ....... 55
Nontargeting Senses ................................ 86 Sense (Sense Modifier) ........................... 49
Normal Characteristic Maxima ............. 16 Sense Groups............................................ 86
Normal Damage ...................................... 97 Sense-Affecting Powers .......................... 40
Objects, breaking ................................... 107 Senses .................................................. 48, 86
Obscuring Fog Spell (example power) .....45 Sensory Powers ........................................ 41
OCV .......................................................... 91 Set (Combat Maneuver) ......................... 96
Off Hand (Combat Modifier) ................ 93 Shadow Zone (example power) ............. 46
Offensive Strike (Martial Shadowing (Skill) .................................... 29
Maneuver).................................. 27, 95-96 Shields ..................................................... 115
Only In Heroic Identity (Limitation) .... 71 Shrinking (Power) .................................. 59
Oratory (Skill) .......................................... 27 Side Effects (Limitation) ......................... 71
Paramedics (Skill).................................... 27 Sights (for firearms) .............................. 115
Perception Rolls ....................................... 86 Size Powers ............................................... 41
Perfect Pitch (Talent) .............................. 33 Skill Levels (Skill) .................................... 29
Perquisites (Perks) ................................... 31 Skill Rolls .................................................. 21
Persistent (Advantage) ............................ 64 Skills .................................................... 21-30
Persistent Powers ..................................... 36 Skills (Power) .......................................... 59
Personal Immunity (Advantage) ........... 64 Sleight of Hand (Skill) ............................ 29
Persuasion (Skill) ..................................... 27 Slippery Ice Sheet (example power) ...... 45
Phantasmic Form (example power) ...... 47 Social Limitation (Disadvantage) .......... 80
Phase (time measurement) .................... 87 Software, character creation ..................... 5
Sidekick 127

Character Name: ________________________________________________


Alternate Identities:_______________________________________________
Player Name: ___________________________________________________ HERO SYSTEM FIFTH EDITION

CHARACTERISTICS COMBAT INFORMATION


Val Char Base Cost Points Roll Notes Base OCV ___ Base DCV ____
___ STR 10 x1 ___ ___ HTH damage ____d6 Lift _____ END (__) Adjustments +/- Adjustment +/-
___ DEX 10 x3 ___ ___ OCV (DEX/3) _____ DCV (DEX/3) _____ ________ ___ ________ ____
___ CON 10 x2 ___ ___ ________ ___ ________ ____
___ BODY 10 x2 ___ ___ Total OCV ___ Total DCV ____
___ INT 10 x1 ___ ___ Perception Roll _____ Combat Skill Levels ____________
___ EGO 10 x2 ___ ___ Base ECV (EGO/3) _____ ____________________________
___ PRE 10 x1 ___ ___ Base Presence Attack _____d6 ____________________________
___ COM 10 x1/2 ___ ___
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block ½ +0 +0 Block, abort
___ PD (STR/5) x1 ___ Resistant PD _____Total PD _____ Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm ½ -2 +0 Can disarm
___ ED (CON/5) x1 ___ Resistant ED _____Total ED _____ Dodge ½ — +3 Abort, vs. all attacks
___ SPD 1+ (DEX/10) x10 ___ Phases: 1 2 3 4 5 6 7 8 9 10 11 12 Grab ½ -1 -2 Grab two limbs
Haymaker ½ +0 -5 +4 DC, +1 Segment
___ REC (STR/5)+(CON/5) x2 ___ Move By ½ -2 -2 STR/2 + v/5
Move Through ½ -v/5 -3 STR + v/3
___ END (CON x 2) x1/2 ___ Set 1 +1 +0 Ranged attacks only
Strike ½ +0 +0 STR or weapon
___ STUN BODY+(STR/2)+(CON/2) x1 ___ ___ Total Characteristics Points
_________ ___ ___ ___ ______________
ATTACKS EXPERIENCE POINTS _________ ___ ___ ___ ______________
Primary attack power ________________ _____ d6 Total earned ___________ _________ ___ ___ ___ ______________
Secondary attack power ______________ _____ d6 Spent ___________ _________ ___ ___ ___ ______________
Tertiary attack power ________________ _____ d6 Unspent ___________ _________ ___ ___ ___ ______________

Attack SFX ________________________________ Base Points ___________ RANGE MODIFIER


Other attack SFX ___________________________ Disadvantage points ___________ Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

DEFENSES MOVEMENT NOTES


Amount Defense SFX Type Combat NonCom
Physical Defense ______ ____________ Run (6”) ______ ______
Resistant Physical Defense ______ ____________ Swim (2”) ______ ______
Energy Defense ______ ____________ H. Leap ( ___”) ______ ______
Resistant Energy Defense ______ ____________ V. Leap ( ___”) ______ ______
Mental Defense ______ ____________ ___________ ______ ______
Flash Defense (________) ______ ____________ ___________ ______ ______
Power Defense ______ ____________ ___________ ______ ______
Other: _____________ ______ ____________ Movement SFX ______________
Other: _____________ ______ ____________ Movement SFX ______________

DAMAGE AND CHARGE TRACKER


STUN ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑
❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑
END ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑
❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑
BODY ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ CHARGES ❑❑❑❑ ❑❑❑❑ ❑❑❑❑
CHARGES ❑❑❑❑ ❑❑❑❑ ❑❑❑❑ ❑❑❑❑ ❑❑❑❑ CHARGES ❑❑❑❑ ❑❑❑❑ ❑❑❑❑ ❑❑❑❑ ❑❑❑❑
128 ■ Appendix Hero System 5th Edition
CHARACTER INFORMATION CAMPAIGN INFORMATION
Character name ___________________ Campaign name ___________________
Height _________ Weight __________ Genre ____________________________
Hair color _______ Eye color ________ HERO SYSTEM FIFTH EDITION Gamemaster _______________________

SKILLS, PERKS, AND TALENTS POWERS AND EQUIPMENT


Cost Name Roll Cost Name Power/Equipment END
___ _______________________ ____ ___ _________________ __________________________________________ _____
___ _______________________ ____ ___ _________________ __________________________________________ _____
___ _______________________ ____ ___ _________________ __________________________________________ _____
___ _______________________ ____ ___ _________________ __________________________________________ _____
___ _______________________ ____ ___ _________________ __________________________________________ _____
___ _______________________ ____ ___ _________________ __________________________________________ _____
___ _______________________ ____ ___ _________________ __________________________________________ _____
___ _______________________ ____ ___ _________________ __________________________________________ _____
___ _______________________ ____ ___ _________________ __________________________________________ _____
___ _______________________ ____ ___ _________________ __________________________________________ _____
___ _______________________ ____ ___ _________________ __________________________________________ _____
___ _______________________ ____ ___ _________________ __________________________________________ _____
___ _______________________ ____ ___ _________________ __________________________________________ _____
___ _______________________ ____ ___ _________________ __________________________________________ _____
___ _______________________ ____ ___ _________________ __________________________________________ _____
___ _______________________ ____ ___ _________________ __________________________________________ _____
___ _______________________ ____ ___ _________________ __________________________________________ _____
___ _______________________ ____ ___ _________________ __________________________________________ _____
___ _______________________ ____ ___ _________________ __________________________________________ _____
___ _______________________ ____ ___ _________________ __________________________________________ _____
___ _______________________ ____ ___ _________________ __________________________________________ _____
___ _______________________ ____ ___ _________________ __________________________________________ _____
___ _______________________ ____ ___ _________________ __________________________________________ _____
___ _______________________ ____ ___ _________________ __________________________________________ _____
___ _______________________ ____ ___ _________________ __________________________________________ _____
___ _______________________ ____ ___ _________________ __________________________________________ _____
___ _______________________ ____ ___ _________________ __________________________________________ _____
___ _______________________ ____ ___ _________________ __________________________________________ _____
___ _______________________ ____ ___ Total Powers/Equipment Cost
___ _______________________ ____
DISADVANTAGES
___ _______________________ ____
Value Disadvantage Roll Value Disadvantage Roll
___ _______________________ ____
___ _______________________ ____ ___ _______________________ ____
___ _______________________ ____
___ _______________________ ____ ___ _______________________ ____
___ _______________________ ____
___ _______________________ ____ ___ _______________________ ____
___ _______________________ ____
___ _______________________ ____ ___ _______________________ ____
___ _______________________ ____
___ _______________________ ____ ___ _______________________ ____
___ _______________________ ____
___ _______________________ ____ ___ _______________________ ____
___ Total Skills, Perks, & Talents Cost
___ _______________________ ____ ___ Total Disadvantages Value

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