Hero System Sidekick (5th Edition)
Hero System Sidekick (5th Edition)
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.
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
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
1
___ ls: gERMAN (bASIC cON-
_______________________ ___ ___ _________________ __________________________________________ _____
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
_______________________ ___ ___ _________________ __________________________________________ _____
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.
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
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.
SKILLS
kills are abilities characters have learned or
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
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.
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
-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
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
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
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
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 EXTRADIMENSIONAL 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-
FASTERTHANLIGHT 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
HANDTOHAND 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 HANDTOHAND
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 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
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
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
POWER
FRAMEWORKS
FLEXIBLE haracters use Power Frameworks to buy A character cannot buy a Power which inherently
MULTIPOWERS
EXAMPLE
POWERS
o show you just how varied and flexible the
CREATING
CYBERWARE
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
DISADVANTAGES
haracters have weaknesses as well as All Disadvantages are subject to the Basic Law
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 NONPLAYER 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.
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:
SENSES AND
PERCEPTION
haracters in the HERO System constantly LACK OF SENSES IN COMBAT
ENTERING
COMBAT
nce the GM decides to begin combat, left-hand side of the table, then read across. Each
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
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.
DETERMINING
DAMAGE
f an attack hits, you must determine how
RECOVERY
uring combat, a character may temporarily Characters get to Recover in two situations.
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 —
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
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
BREAKING
THINGS
any fights inevitably involve property on its size, shape, weight, and durability. Objects
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
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.
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
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
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
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).
* 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
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.
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