TEXT: HERO System
  S t e v e n  S .  L o n g
  
  A WORD OR TWO 
  OF APPRECIATION
  Dedication:  To all the HERO System fans who — ready, willing, 
  and eager to teach others to play the game — asked for a tool like 
  Sidekick to help them.
  Playtesters:  We were especially fortunate to have the time and 
  resources to playtest Sidekick broadly and extensively. In addition 
  to our regular group of Digital Hero testreaders, over the course 
  of more than a month, dozens of playtesters — men and women, 
  adults and children, experienced gamers and newcomers, and 
  gamers from many countries around the world — got together to 
  put Sidekick through its paces and report back to Steve regarding 
  their impressions of the book and suggestions for improving it. 
  Th ey are: Tobie Abad, Toby Akers, Katherine Allen, Jay Anyong, 
  Kate Aton, Dexter Ball, Barry Battle, Torsten Beck, Tommy Bisanz, 
  Th omas Biskup, Lee Blankenship, Jonathan Bodey, Brett Bowman, 
  Jackie Brenegar, Mike Brown, Gwynne Brunet, Christopher M. 
  Cadeau, Amie Marie Carey, Sabrina Carlin, Sean Carlin, Ken 
  Carlson, Marcelo H. Cerri, Th omas Clegg, Barbara Coble, Wil-
  liam Coble, Joseph Cocco, Randy Conklin, Robert Cote, Jesse Cox, 
  Russel Cox, Charlie Critz, Th e Cumberland Fire-Eaters (Dave 
  Insel, Paul Reed, Cody Reichenau, S. John Ross), Dan Dean, Mat-
  thias Deigner, Th omas Dembach, Th alles de Mello, Patrick Deters, 
  Beth Drummond, Zachary Drummond, Bryant Durrell, Suzanne 
  Eggebrecht, Ian Eller, Derek Ellis, Ali Eslami, Gabriel Falcon, Doug 
  Field, Tammy Field, Aaron Fink, James Flanagan, Ken Flickstein, 
  Rob Flock, Sven “8t88” Flottmann, Anthony Flynn, Dick Forney, 
  Bruce Frazier, Slaine Fullerton, Wes Ganote, S. Alexander Gentry, 
  Aaron Gilbank, Lisa Graﬀ , Ryan Graﬀ , Melissa Grant-Ricks, 
  Jason Gray, Phillip Green, Tara Green, Rick Haufe, Scott Henry, 
  Don Hoban, Sean Hoban, Lenard Ignacio, John Jelsovsky, Chris 
  Johnson, Steve Jones, Oliver Kammann, Ali Kaplan, Cary Kar-
  raker, Daniel Kasatchkow, Kevin Keel , Matthew Kerwin, Christine 
  Kinney, Jonathon Kirkland, Ben Kisner, Stephen Klozik, Dave 
  Kramer, Kerstin Kramer, Scott Krok, Jenn Lach, Mike Lach, Keegan 
  Lacy, Michael Larrimore, Kristen Lebowski, Steven Lebowski, Feral 
  Lewis, John Longenbaugh, Aimee Love, Aidan Malony, Ian Malony, 
  Mike Malony, Ryan Malony, Sean Malony, Pedro Manholer, Vince 
  Mariotte, Adrian Martinez, Keith McGee, Jr., Keith McGee, Sr., 
  Charles McGinnis, Chris Meid, Luiz Gilberto O. Messias, Ron 
  Micksch, Douglas “Hive” Miller, Will Mistretta, Justin Mitchell, 
  Susanna Mitchell, James Morris, David Mowery, Ray Moyer, 
  Baraka Murdaugh, Eric Nannamen, Brendon Nuenfeldt, Mela-
  nie Oehlmann, Alexander Osias, Jeﬀ  Overman, Deanna Palmer, 
  Jaguar Palmer, Peter T. Palmer, Peter W. Palmer, Tania M. Palmer, 
  Wylie Palmer, Meredith Peck, Scott Petersen, Marion Peuschel, 
  Keith Phemister, Greg Piasentin, Jenny Precht, Dan Poryanda II, 
  Robert Pulchini, Mike Rodriguez, Ted Rowe, Jr., Slobodan “Slobo” 
  Sardi, Jörg Schumacher, Chris Shaﬀ er, Vincent Michael Simbulan, 
  John Simons, Tomas Skucas, Brian Sniﬀ en, Justin Stamen, Kyle 
  Stephens, Heather Strange, Chris Streb, John Stepp, James “Cracky” 
  Summa, Jacob Szeluga, Chris Tatro, James Tauscher, Jochen Ter-
  stiege, Th orne, Gary Trumble, Kim Roark Trumble, Mark Ulbrich, 
  Wagner Utiel, Richard Vaillancourt, Brett Walston, Lorraine 
  Walston, Taylor Walston, Joel Williams, Jennifer Williamson, Wil-
  liam Yon, Bonnie “B-Chan” Zabytko, Argelia Zaucha, Joe Zaucha...
  ...and of course, anyone whom I, in all the hubbub, have acci-
  dentally left  oﬀ  the list or mis-spelled (for which my apologies!).
  In particular, I’d like to thank the GMs who contacted me 
  about playtesting, rounded up a group, and ran players through 
  character creation and games. Your hard work and devotion to 
  making the HERO System more accessible are deeply appreciated!
  Hero SystemTM ® is DOJ, Inc.’s trademark for its roleplaying system.
  Hero System © 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  Champions © 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  Fantasy Hero © 2003 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  Hero System SIDEKICK © 2004 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  Star Hero, Justice Inc., Danger International, Dark Champions, Pulp Hero, 
  Western Hero © 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  Except for the blank character sheet, no part of this book may be reproduced or trans-
  mitted in any form or by any means, electronic or mechanical, including photocopying, 
  recording, or computerization, or by any information storage and retrieval system, 
  without permission in writing from the Publisher:  DOJ, Inc., 1 Haight Street, Suite A, 
  San Francisco, California 94102.
  Printed in the U.S.A. First printing January 2004
  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 — Easy Learning Rules for the Hero System
  Author: Steven S. Long
  Editing & Development:  Allen Th omas 
  Layout & Graphic Design:  Allen Th omas, 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
  
   SIDEKICK TABLE OF CONTENTS
  INTRODUCTION ................................5
  What’s The Difference? ..................5
  Where Can I Get Some Help? .........5
  What Else Is Out There? .................5
  BASIC RULES AND CONCEPTS .........6
  Game Basics ...................................6
  Character Creation ...........................6
  Combat ...........................................7
  CHARACTER SHEET ..........................9
  CHAPTER ONE:  
  CHARACTER CREATION
  CHARACTER POINTS ......................14
  Superheroic And Heroic 
  Characters ..............................14
  Restrictions On Spending Points ...15
  CHARACTERISTICS .........................16
  Explanation Of Characteristics ........16
  Primary Characteristics ................16
  Figured Characteristics ................18
  Characteristics Comparisons ........19
  SKILLS ...........................................21
  Buying Skills ..................................21
  Using Skills ...................................21
  Skill Descriptions ...........................24
  PERQUISITES (PERKS) ....................31
  TALENTS ........................................32
  POWERS .........................................34
  Special Effects ...............................34
  General Rules ................................36
  Using Powers ................................37
  Power Categories ..........................37
  Adjustment Powers .....................37
  Attack Powers .............................38
  Body-Affecting Powers ................38
  Defense Powers ..........................39
  Mental Powers ............................39
  Movement Powers .......................40
  Sense-Affecting Powers ...............40
  Sensory Powers ..........................41
  Size Powers ................................41
  Special Powers ............................41
  Standard Powers .........................41
  Power Summary Tables .............42-44
  Power Descriptions ........................45
  ADVANTAGES .................................62
  Buying Advantages ......................62
  Using Advantages ........................62
  Advantage Descriptions ..................63
  Advantages And Limitations 
  Calculations Tables ......................66
  LIMITATIONS ..................................66
  Taking Limitations .......................67
  Limitation Descriptions ...................68
  POWER FRAMEWORKS ..................72
  General Rules ................................72
  Elemental Control ..........................72
  Multipower ....................................72
  EXAMPLE POWERS ........................74
  Cyberware .....................................74
  Psionic Powers ..............................74
  Spells ...........................................75
  Superpowers .................................75
  DISADVANTAGES ............................76
  Experience Points ..........................81
  EXAMPLE CHARACTER ...................82
  CHAPTER TWO:  
  COMBAT AND ADVENTURING
  Senses And Perception ..................86
  Perception Rolls ..........................86
  Targeting And Nontargeting 
  Senses ...................................86
  Sense Groups .............................86
  ENTERING COMBAT ........................87
  Combat Basics ..............................87
  Game Scale ................................87
  Combat Time ..............................87
  Beginning Combat .........................88
  Actions .......................................88
  Holding An Action ........................89
  Aborting An Action .......................89
  FIGHTING ........................................90
  Attack Rolls And Combat Value .......90
  The Attack Roll ............................90
  Calculating OCV And DCV ............91
  Mental Combat ...........................92
  Combat Modiﬁ ers ..........................92
  Combat Maneuvers ........................94
  Martial Arts ...................................96
  DETERMINING DAMAGE .................97
  Damage Class .............................97
  Normal Damage Attacks ..............97
  Killing Damage Attacks ................97
  Taking Damage .............................97
  Effects Of Damage .........................99
  Stunning .....................................99
  Knockout ....................................99
  Injury ..........................................99
  Death .........................................99
  Knockback ....................................99
  RECOVERY ....................................100
  Holding Breath And Drowning .....100
  Recovering BODY ......................100
  PRESENCE ATTACKS ....................101
  EXAMPLE OF COMBAT .................102
  CHAPTER THREE:  
  THE ENVIRONMENT
  LIVING IN A DANGEROUS WORLD .105
  BREAKING THINGS .......................106
  CHAPTER FOUR:  
  EQUIPMENT
  VEHICLES .....................................109
  Using Vehicles .............................111
  Vehicles In Combat ....................111
  WEAPONS AND ARMOR ................112
  Weapons Tables .....................112-14
  Key And Notes For 
  Weapons Tables ......................114
  Armor And Shields .......................115
  CHAPTER FIVE:  
  EXAMPLE CHARACTERS
  Defender .....................................117
  Pulsar .........................................118
  Valerius the Harper ......................119
  HERO SYSTEM GLOSSARY ...........122
  INDEX ...........................................125
  CHARACTER SHEET ......................127
  
  4 
  Hero System 5th Edition
  THE HERO 
  GAMES CATALOG
  Check out these other great books from Hero 
  Games!
  Superhero gaming at its ﬁ nest! Th e oldest and 
  best-developed superhero game on the market has 
  everything you need for comic book adventure.
  Champions:  Th e genre book that shows you how to 
  run superhero games using the HERO System.
  Champions Universe:  A complete setting for Cham-
  pions.
  Conquerors, Killers, And Crooks:  Over 100 villains 
  suitable for any Champions campaign.
  Millennium City:  Th e City of the Future today, a 
  detailed urban setting for Champions.
  The UNTIL Superpowers Database:  Over 3,000 pre-
  generated superpowers for Champions, for those 
  times when you need to create a character quickly 
  or ﬂ esh out a character concept.
  Champions Battlegrounds:  Five interlinked sce-
  narios for Champions.
  VIPER:  Everything you need to know about the 
  most insidious criminal organization in the Cham-
  pions Universe.
  UNTIL:  Th e complete story on the UN’s anti-super-
  villain police force.
  Sharper Than A Serpent’s Tooth:  An epic adventure 
  that introduces a new master villain to the Champi-
  ons Universe.
  Gadgets And Gear:  Hundreds of gadgets, weapons, 
  and other devices for Champions.
  Galactic Champions:  Superheroing in outer space in 
  the year 3000, including dozens of new villains and 
  information about how to run Galactic Champions 
  campaigns.
  Tired of fantasy roleplaying games that 
  don’t let you do what you want to do? Try Fan-
  tasy Hero, which brings the customizability and 
  flexibility of the HERO System to the wondrous 
  realms of Fantasy!
  Fantasy Hero:  Th e genre book that shows you how 
  to run Fantasy games using the HERO System.
  The Fantasy Hero Grimoire:  Over 4,000 pre-gener-
  ated spells for Fantasy Hero so you can easily create 
  your own magic system or build a spellcasting 
  character.
  Monsters, Minions, And Marauders:  A collection of 
  monsters and deadly foes suitable for any group of 
  Fantasy Hero adventurers.
  The Turakian Age:  A high fantasy setting for Fantasy 
  Hero.
  Th e HERO System takes to the stars with Star 
  Hero, our ﬁ ne line of science ﬁ ction gaming books.
  Star Hero:  Th e genre book that shows you how to 
  run science ﬁ ction games using the HERO System.
  Terran Empire:  A setting for Star Hero, chronicling 
  the rise of a powerful Human space empire during 
  the years 2400-2700.
  The Spacer’s Toolkit:  Weapons, gadgets, gear, 
  vehicles, and starships suitable for any Star Hero 
  campaign.
  Alien Wars:  Th e second of our Star Hero setting, 
  depicting Humanity’s ﬁ ght for survival against the 
  invading Xenovores during the years 2300-2400.
  Th e HERO System Bestiary:  Nearly 200 crea-
  tures, monsters, and animals from all genres and 
  time periods, suitable for any HERO System game.
  The HERO System Vehicle Sourcebook:  150 ground, 
  air, and water vehicles from all genres and time 
  periods, suitable for any HERO System game.
  Ninja Hero:  Th e genre book that shows you how to 
  run martial arts games using the HERO System.
  The Ultimate Martial Artist:  Detailed rules about 
  martial arts in the HERO System, including infor-
  mation on hundreds of real-world ﬁ ghting styles.
  The Ultimate Vehicle:  Detailed rules for building 
  and using vehicles in the HERO System.
  SUPERPOWERED ROLEPLAYING
  HERO SYSTEM 
  QUICK-REFERENCE
  Here’s a quick sum-
  mary of some basic 
  HERO System facts and 
  formulae:
  Attack Roll = (11 + 
  Attacker’s OCV - Tar-
  get’s DCV) or less
  Characteristic Roll = 
  9 + (Characteristic/5) 
  or less
  Skill Roll = 9 + 
  (Characteristic/5) or 
  less
  Active Cost of a 
  power = Base Cost x 
  (1 + total value of all 
  Advantages)
  Real Cost of a power = 
  Active Cost/(1 + total 
  value of all Limita-
  tions)
  1” = 1 hex = 2 meters 
  = approximately 6.5 
  feet
  
  5 
  Sidekick
  EVERY GOOD HERO 
  NEEDS A SIDEKICK! 
  T
  he HERO System, the award-winning role-
  playing game rules set that got its start as 
  Champions in 1981, is renowned for its 
  ﬂ exibility, customizability, and wealth of 
  detail. Instead of forcing players and GMs to create 
  characters based on a limited conception of how a 
  game should work, or requiring them to pick abili-
  ties from a restricted list, the HERO System lets you 
  design anything you want for your character and 
  campaign, however you want it.
  However, Hero’s strengths come at the price 
  of some complexity. Th e HERO System has a lot of 
  rules, terms, and information — and sometimes that 
  makes it seem daunting to newcomers. Most gamers 
  who give it a try soon discover that its internal 
  consistency makes it much easier to learn than they 
  thought, but there’s still an initial learning curve.
  To make the learning process easier, Hero 
  Games presents Hero System SIDEKICK. Sidekick is 
  a set of easily-learned “core” rules that can get you 
  up and running in a HERO System game quickly.
  What’s The Difference?
  Sidekick diﬀ ers from the full HERO System 
  rules in just one major respect:  the amount of 
  details, options, alternatives, and minor/special 
  rules available. Th e core mechanics of the two 
  systems — how you make an Attack Roll or a Skill 
  Roll, how characters take damage, how you create 
  characters, and so forth — are identical. But where 
  the HERO System might include ten paragraphs 
  and four special Power Modiﬁ ers to explain a 
  particular Power and provide ways for gamers to 
  customize it, Sidekick probably only has a couple 
  of paragraphs. It leaves out a lot of the details and 
  options of the full HERO System. Th e intent is to 
  pare the HERO System down to its most necessary 
  rules — so you can easily learn them before diving 
  into the more complex, but much richer, rules of 
  the full system.
  If you have a question about any element of 
  the Sidekick rules, the best place to look for the 
  answer is the HERO System 5th Edition rulebook. It 
  contains hundreds of pages of information, rules, 
  explanation, examples, and options that Sidekick 
  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.
  Where Can I Get Some Help?
  If the HERO System 5th Edition rulebook 
  doesn’t have the answers you seek, there are two 
  other resources you can turn to for help. Th e ﬁ rst 
  is the message boards at the Hero Games website, 
  www.herogames.com. Th e boards have thousands 
  of registered fans, many of whom post every day. 
  Th ey’re one of the friendliest, most enthusiastic 
  communities in gaming, and if you ask a question 
  they’ll answer it quickly.
  Second, you can contact Hero Games directly 
  by e-mail at info@herogames.com. We’re glad to 
  answer questions from the fans about Hero’s rules or 
  products.
  What Else Is Out There?
  Hero Games and the HERO System have 
  been around for about 25 years, so there are lots of 
  resources you can use with the Sidekick version of 
  the HERO System rules. Since releasing the 5th Edi-
  tion in mid-2002 (and the Revised version of it in 
  late 2004), Hero Games has published numerous 
  books — several thousand pages’ worth of HERO 
  System characters, gadgets, vehicles, and information 
  — along with an electronic magazine, Digital Hero. 
  Pre-5th Edition products are also easy to use with 
  Sidekick.
  Buying books isn’t the only way to get into the 
  game (though it’s one we hope you’ll try eventu-
  ally!). In addition to all the free game aids, example 
  characters, and other things you’ll ﬁ nd on the Free 
  Stuﬀ  page at www.herogames.com, there are hun-
  dreds (if not thousands) of fan-created websites 
  containing HERO System characters, campaign set-
  tings, house rules, and just about anything else you 
  can think of. 
  HERO DESIGNER CHARACTER CREATION 
  SOFTWARE
  If you like to use your computer to improve 
  your gaming, check out the Hero Designer charac-
  ter creation soft ware available from Hero Games. 
  It simpliﬁ es the process of creating a character 
  by automating everything and doing the math 
  for you — it turns the task of creating a HERO 
  System player character into a matter of a few key-
  strokes and mouse clicks. You can ﬁ nd out more at 
  www.herogames.com.
  INTRODUCTION
  UPGRADING TO THE 
  FULL HERO SYSTEM
  Aft er you’ve worked 
  with Sidekick for a while, 
  you’ll probably ﬁ nd 
  yourself wanting to go 
  beyond it — to expand 
  the range of Skills, 
  Powers, Advantages, 
  Limitations, Combat 
  Maneuvers, and other 
  game elements avail-
  able to you. If that’s the 
  case, you should con-
  sider upgrading to the 
  full HERO System 5th 
  Edition rules.
  Because the Sidekick 
  rules are the same as 
  the HERO System rules 
  — just minimized and 
  simpliﬁ ed — upgrad-
  ing is easy. All you have 
  to do is start adding 
  elements from the 
  full rulebook to your 
  characters as you need 
  them. For example, if 
  you want to create a 
  character who’s highly 
  resistant to damage, 
  you could pick up the 
  5th Edition rulebook, 
  learn about the Power 
  Damage Reduction, and 
  buy it for your char-
  acter.
  Sidebars throughout 
  this book list some of 
  the HERO System ele-
  ments Sidekick lacks, 
  to give you an idea of 
  what you’ll ﬁ nd in the 
  5th Edition rulebook.
  
  6 
  Hero System 5th Edition
  B
  efore you proceed to the meat of the 
  HERO System rules, you may want to 
  familiarize yourself with some of the basic 
  concepts of the game. (Of course, you can 
  skip ahead to the more detailed explanations in 
  later sections of the book if that’s a better way for 
  you to learn the game.)Th e text below also includes 
  a short summary of the rules that you can refer to 
  during the game.
  GAME BASICS
  DICE
  Th e HERO System uses six-sided dice (d6) 
  to resolve combat, the use of Skills, and similar 
  situations. Th e number before the “d6” notation 
  indicates how many dice to roll; for example, 12d6 
  means 12 dice; 2d6+1 means roll two dice and add 
  one point to the total.
  Most dice-rolling in the HERO System requires 
  you to roll 3d6 and get a result equal to or less than 
  some number. Th is is written in the text by a minus 
  sign (-) following the number. Th us, a Skill which 
  your character can perform successfully on an 11 
  or less roll is written 11-.
  Whenever you attempt any 3d6 roll — 
  whether an Attack Roll, Skill Roll, Characteristic 
  Roll, Perception Roll, or other roll — a result of 3 
  (three ones) always hits or succeeds; a result of 18 
  (three sixes) always misses or fails.
  CALCULATIONS AND ROUNDING
  In the HERO System, you use Character Points 
  (see page 14) to purchase all of your character’s 
  abilities and powers. Sometimes this requires calcu-
  lations involving division or multiplication. When 
  calculating the cost of something using multiplica-
  tion or division, always round oﬀ  to the next whole 
  number. Numbers from .1 to .4 round down; num-
  bers from .6 to .9 round up; and .5 rounds up or 
  down depending on what’s best for the character.
  Th e only exception is calculating Speed (SPD) 
  — SPD always rounds down. A SPD of 2.9 is still a 
  SPD of 2, not a SPD of 3.
  If a calculation involves two or more separate 
  parts (such as Recovery (REC), which is Strength/5 
  plus Constitution/5), round at each separate step 
  of the calculation. Th us, a character with BODY 10, 
  STR 15, and CON 15 has a STUN of 26 (BODY 10; 
  plus STR/2 = 7.5, rounds to 8; plus CON/2 = 7.5, 
  rounds to 8; 10+8+8 = 26).
  Despite the rounding rules, the minimum cost 
  of anything is 1 point.
  GAME SCALE AND MOVEMENT
  Movement and maps in the HERO System 
  use hex-shaped inches which, in game terms, are 2 
  meters (approximately 6.5 feet) wide. Th e text oft en 
  refers to “hexes” or “inches” interchangeably; inches 
  are written 1”, 2”, and so forth. Despite this termi-
  nology, you don’t need a map to play; you can keep 
  track of characters’ movement and positioning in 
  your head if you prefer.
  CHARACTER CREATION
  Th e heart of the HERO System is its rules for 
  character creation. Using them, you can create any 
  type of character, power, gadget, or ability you want, 
  subject to the GM’s campaign restrictions.
  You build HERO System characters with 
  Character Points (page 14). A character purchases 
  everything he can do, from his ability to lift  heavy 
  objects to his ability to use magic or superpowers, 
  with Character Points.
  Your GM will tell you how many points you 
  have to build your character with — the more 
  points he gives you, the more powerful your char-
  acter is. Some of your Character Points are “free” 
  (given to you by the GM); you acquire others by 
  taking Disadvantages — complications, hindrances, 
  or ﬂ aws — for your character (see page 76). Th e 
  main purpose of Disadvantages is to simulate 
  character conception, but they’re also worth extra 
  Character Points. For example, your character 
  might have an old enemy who Hunts him, or 
  adhere to a Code Of Honor, or be missing one eye. 
  Each of these Disadvantages gives you extra Char-
  acter Points to build your character with.
  Beyond the number of points available to you, 
  the HERO System doesn’t impose any restrictions 
  on how you spend Character Points. Th ere’s no rule 
  that says you have to spend a certain percentage of 
  a character’s points on Skills, or that you can only 
  spend 10 points on a particular Characteristic. In 
  the HERO System, you have the freedom to design 
  your character the way you want — and the respon-
  sibility to create a fair, fun, and reasonable character 
  that accompanies that freedom.
  Th ere are ﬁ ve things a character can buy with 
  Character Points:  Characteristics, Skills, Perks, Tal-
  ents, and Powers.
  CHARACTERISTICS PAGE 16
  All HERO System characters have eight Pri-
  mary Characteristics (such as Strength and Intel-
  ligence), which represent physical and mental capa-
  bilities; and six Figured Characteristics (such as 
  Physical Defense or Stun), which are mainly used 
  BASIC RULES
  AND CONCEPTS
  STANDARD HEIGHT 
  AND WEIGHT
  For HERO System pur-
  poses, all characters 
  are considered to be 
  1” (2 meters) tall and 
  weigh 100 kilograms 
  (220 pounds). Powers, 
  Disadvantages, or other 
  abilities they buy may 
  change this, but that’s 
  the deﬁ ned “norm” for 
  the game. Obviously 
  characters can vary 
  tremendously in height 
  — a Special Forces sol-
  dier, a mountain dwarf, 
  and a Japanese school-
  girl who’s secretly a 
  master of the martial 
  arts are very diﬀ erent 
  in size and weight. But 
  for game purposes, 
  they’re all treated as 
  the same, unless they 
  buy some sort of abil-
  ity that represents 
  being a diﬀ erent size 
  (such as bonuses to 
  Defensive Combat 
  Value [DCV] to repre-
  sent being signiﬁ cantly 
  smaller than normal).
  
  7 
  Sidekick
  in combat. An average human has Primary Charac-
  teristics of about 8-10.
  Primary Characteristics all have Characteris-
  tic Rolls equal to 9 + (Characteristic/5) or less. For 
  example, a character with a DEX of 20 has a DEX 
  Roll of 13- (9 + (20/5) = 13). When the GM asks 
  you to make a Characteristic Roll (such as a DEX 
  Roll to walk along a narrow beam), you roll 3d6 
  like normal. Th e more you make (or fail) the roll 
  by, the greater your degree of success (or failure). 
  Th e GM imposes negative modifers on the Charac-
  teristic Roll when you attempt particularly diﬃ  cult 
  feats, making it harder to succeed.
  SKILLS PAGE 21
  A character’s Skills represent specialized 
  knowledge or training he possesses. Th is includes 
  such things as knowing how to ﬂ y a plane, inves-
  tigate a crime scene, or ﬁ re a blaster pistol, or the 
  character’s in-depth knowledge about any subject 
  you can think of (physics, Fire Demons, Great Brit-
  ain, alien races...).
  A character can try to get information, per-
  form a task, or gain other beneﬁ ts from knowing 
  a Skill by making a Skill Roll. Each Skill has a Skill 
  Roll, typically between 8- and 18- (the higher, the 
  better). Most Skills are based on a Characteristic, 
  just like Characteristic Rolls, and you use all of 
  them the same way:  roll 3d6; if the total on the 
  dice is less than or equal to your Skill Roll, your 
  character succeeds; if it’s higher than the Skill Roll, 
  he fails.
  PERKS PAGE 31
  Perks are special resources a character has 
  access to — money, contacts, permits or licenses, 
  and the like.
  TALENTS PAGE 32
  Talents are unusual abilities or attributes a 
  character possesses. Th ey are usually better than 
  Skills, but not quite as powerful as Powers — in fact, 
  they’re sort of a cross or “middle ground” between 
  the two. Th ey include things like a natural sense of 
  direction, photographic memory, or being able to 
  speed read. Some of them involve rolls similar to 
  Skill Rolls; others function automatically.
  POWERS PAGE 34
  Powers are abilities “beyond those of normal 
  men,” though you can also use them to create many 
  abilities and devices which are perfectly appropri-
  ate for characters who are “normal men” (such as 
  a gun, the ability to run faster than normal, or the 
  like). Each Power costs a certain amount of Charac-
  ter Points, depending upon how powerful or useful 
  it tends to be (oft en the cost is incremental, such as 
  5 Character Points for every1d6 of eﬀ ect).
  You can create any ability you can think of 
  — ﬂ ying, becoming invisible or intangible, chang-
  ing shape, ﬁ ring energy bolts or mental blasts 
  — using Powers. Th ey can simulate a superhero’s 
  powers, a wizard’s spells, or a martial artist’s super-
  skills, just to name a few. You also use Powers to 
  construct equipment and weapons.
  Advantages And Limitations (Pages 62, 67)
  Characters sometimes apply Advantages to 
  make a power better, or Limitations to restrict its 
  use. Advantages increase a Power’s cost, while Limi-
  tations reduce it. 
  Power Frameworks (Page 72)
  Sometimes characters buy Powers through 
  Power Frameworks — ways to group Powers so 
  they cost fewer points. However, this savings entails 
  some restrictions on when and how the character 
  can use the Powers in his Framework. Th ere are 
  two types of Frameworks — Elemental Controls 
  and Multipowers.
  COMBAT
  HERO System combat is simple, but ﬂ exible. 
  You can use the combat rules to perform just about 
  any action or attack you can think of.
  INITIATIVE PAGE 87
  Two of a character’s Characteristics — Dexter-
  ity (DEX) and Speed (SPD) — determine when 
  he acts in combat, and how oft en. Th e rules divide 
  combat time into 12-second Turns; each of those 
  seconds is a Segment. Th e character’s SPD indicates 
  which Segments he can take an Action in; these 
  Segments are his Phases. Th us, a character with 5 
  SPD has 5 Phases — ﬁ ve times each Turn when he 
  can act. Th e Speed Chart (page 87) indicates the 
  Phases for each SPD.
  In each Segment, several characters may have 
  a Phase — for example, characters with SPD 3 and 
  SPD 6 both act in Segment 4. All characters who can 
  act in a Phase do so in order of DEX, from highest 
  to lowest. Th us, a character with DEX 20 acts before 
  one with DEX 18; however, a character may Hold 
  his Action and act later in the Phase if he wants.
  ACTIONS PAGE 88
  A character may take an Action in each of 
  his Phases. His Actions may include Full Phase 
  Actions (which require his entire Phase) or Half 
  Phase Actions, which require only half of his Phase 
  (in other words, he can perform two Half Phase 
  Actions per Phase). Full Phase Actions include 
  using more than half of your inches of movement 
  (a “Full Move”) or recovering from being Stunned. 
  Half Phase Actions include using up to half your 
  inches of movement (a “Half Move”).
  Attacks are a special type of Action. A charac-
  ter may make a Half Move and then attack; in that 
  case, the attack is considered a Half Move, too. But 
  if a character makes an attack before making any 
  Half Moves, the attack is considered a Full Move. In 
  other words, once a character makes an attack, his 
  Phase ends.
  Some Actions take so little time to perform 
  that they are Zero-Phase Actions. Characters can 
  perform Zero-Phase Actions at the beginning of 
  a Phase or aft er making a Half Phase Action, but 
  not aft er making an attack or taking a Full Phase 
  Action. Zero-Phase Actions include turning a 
  Power on or oﬀ .
  HOW YOU WANT TO 
  ROLL THE DICE
  Here’s a quick summary 
  of the core resolution 
  mechanics in the HERO 
  System — in other 
  words, how you want 
  to roll the dice.
  Skill Rolls, Characteris-
  tic Rolls, and Perception 
  Rolls:  You want to roll 
  low on 3d6; the lower 
  the roll, the more likely 
  you are to succeed.
  Attack Rolls:  You want 
  to roll low on 3d6 to 
  hit; the lower you roll, 
  the more likely you 
  are to hit your target. 
  Th is applies to physical 
  combat, mental combat, 
  and any other type of 
  combat.
  However, when you’re 
  rolling the dice of 
  damage or eﬀ ect for 
  your attack, you want 
  to roll high. Th e higher 
  you roll, the more 
  damage you do to the 
  target, or the greater 
  the eﬀ ect your attack 
  has.
  
  8 
  Hero System 5th Edition
  Some Actions take no time at all, and can be 
  performed whenever a character wishes, even if 
  he doesn’t have a Phase or has already acted in a 
  Phase. No time Actions include making a Presence 
  Attack, speaking, or making a roll when the GM 
  asks you to.
  ATTACKS PAGE 90
  A character’s Combat Value, or CV, determines 
  his chance to hit targets in combat, and to avoid 
  being hit. A character’s CV is equal to his (DEX/3). 
  Th us, a character with DEX 20 has a CV of 7 (20/3 
  = 6.7, which rounds to 7).
  CV is divided into two subcategories, Oﬀ ensive 
  Combat Value (OCV) and Defensive Combat Value 
  (DCV). OCV and DCV are both equal to CV, but 
  the rules treat them seperately because they can be 
  modiﬁ ed separately. Th us, a character with a CV of 
  7 has OCV 7 and DCV 7. Various Combat Maneu-
  vers, Combat Skill Levels, and other factors may 
  modify a character’s OCV or DCV.
  To attack, roll 3d6. To hit, you need to roll 
  less than or equal to a number calculated with this 
  formula:  11 + Attacker’s OCV - Defender’s DCV. 
  Th us, if the attacker has OCV 6, and the defender 
  has DCV 4, the attacker must roll (11 + 6 - 4 =) 13 
  or less to hit.
  Mental Attacks are slightly diﬀ erent. Th ey use 
  Ego Combat Value (ECV), equal to (EGO/3). Other-
  wise, making a Mental Attack is basically the same 
  as making any other kind of attack.
  DOING AND TAKING DAMAGE PAGE 97
  If your character hits his target with an attack, 
  the attack does damage.
  STUN And BODY Damage
  Th ere are two basic types of damage in the 
  HERO System:  STUN damage and BODY damage. 
  Taking STUN damage decreases a character’s 
  STUN and can knock him out; taking BODY 
  damage decreases a character’s BODY, which causes 
  injuries and can kill him. Almost all types of attacks 
  cause one or both types of damage. Some, such as 
  Ego Attacks, only cause STUN damage. Most, such 
  as Energy Blasts, Killing Attacks, punches, guns, 
  and knives, cause both STUN and BODY.
  Normal And Killing Damage
  Another important distinction is between 
  Normal Damage attacks and Killing Damage 
  attacks. Most attacks do Normal Damage, but 
  Killing Attacks (like knives and guns) do Killing 
  Damage (which, as its name implies, is deadlier). 
  Normal Damage and Killing Damage are calculated 
  diﬀ erently and applied to defenses diﬀ erently. See 
  pages 97-98 for more information.
  Defenses Against Damage
  Characters have defenses which protect 
  them against damage. All characters have Physical 
  Defense, or PD (which protects against physical 
  attacks like punches and clubs) and Energy Defense, 
  or ED (which protects against energy attacks 
  like laser beams or ﬁ re). PD and ED are Normal 
  Defenses; they protect against Normal Damage. Th e 
  character subtracts his defenses from the STUN 
  and BODY damage done to him, and applies the 
  remainder (if any) to his STUN and BODY. If a 
  character hit with a 22 STUN, 6 BODY physical 
  attack has 10 PD, he takes 12 STUN (22-10) and 0 
  BODY (6-10).
  Normal Defenses oﬀ er 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 
  suﬀ ers 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.
  
  9 
  Sidekick
  HERO SYSTEM 
  CHARACTER SHEET
  Many gamers who play in HERO System 
  games like to use the oﬃ  cial character sheet to 
  keep track of their characters. At the back of this 
  book you’ll ﬁ nd a character sheet that’s speciﬁ cally 
  tailored for Sidekick; it doesn’t have quite as much 
  information as a normal Hero character sheet. (You 
  can download a copy of the full character sheet 
  at www.herogames.com if you want one.) Here’s 
  an example of what a ﬁ lled-out sheet looks like; it 
  depicts Firebrand, a superhero.
  Front Side
  1.  BASIC CHARACTER INFORMATION
  Th e ﬁ rst part of the character sheet contains 
  basic information about the character — his name 
  (and alternate identities, if any) and the name of 
  the player. Th is part of the character sheet contin-
  ues onto the back, where there’s room to note the 
  character’s vital statistics (height, hair color, and so 
  on) and information about the campaign the char-
  acter plays in.
  2.  CHARACTERISTICS BLOCK
  Th e next part of the character sheet lets you 
  write down your character’s Characteristics. You 
  put the value (the character’s rating in each Char-
  acteristic, such as 50 STR or 18 INT) in the “Val” 
  column, and how many Character Points you spent 
  on each Characteristic in the “Points” column. Th e 
  “Base” column lists the rating the character starts 
  with for free, and the “Cost” column summarizes 
  how much additional points of each Characteristic 
  cost. For example, Firebrand has a 23 CON — 13 
  points above his base 10 CON. Th e cost for CON 
  is x2 (i.e., 2 Character Points per point), so Jason 
  (Firebrand’s player) writes down 26 in the Points 
  column. You can read more about Characteristics 
  and their costs on pages 16-19.
  Primary Characteristics also have a “Roll” 
  column. You calculate each Characteristic’s roll as 9 
  + (CHAR/5) or less; see page 16.
  Notes
  Th e “Notes” section of the Characteristics 
  Block summarizes some of the crucial information 
  you derive from each Characteristic. Next to STR 
  you list the damage your character can do in Hand-
  To-Hand Combat, how much he can lift  (see page 
  17), and the Endurance (END) cost of his STR (1 
  END per 10 STR).
  Next to DEX, list the character’s base OCV 
  and DCV (each DEX/3; see page 17). For example, 
  Firebrand has DEX 23, so his OCV and DCV are 
  both 8.
  Next to INT, list the character’s PER Roll, 
  which you calculate as 9 + (INT/5) or less (see 
  page 86).
  Next to EGO, list the character’s base ECV 
  (EGO/3; see page 92).
  Next to PRE, list the character’s dice in Pres-
  ence Attacks — 1d6 for every 5 points of PRE, as 
  explained on page 101.
  Next to PD and ED, there are spaces to list 
  the character’s Resistant defenses, and his total PD 
  and ED. See pages 97-98 for more about Resistant 
  defenses and applying them to damage.
  Next to SPD is a list of numbers, 1 to 12, rep-
  resenting the twelve Segments in a Turn. Circle the 
  Segments in which your character has a Phase (see 
  page 87) so you don’t forget them. For example, 
  Firebrand has SPD 6, so he’s circled 2, 4, 6, 8, 10, 
  and 12.
  At the bottom of the Notes section is a space 
  where you can write in the total amount of Char-
  acter Points you spent on Characteristics. Th at way 
  you know how much you have left  to spend on 
  Skills, Powers, and the like.
  3.  ATTACKS BLOCK
  Th e Attacks Block lets you summarize the 
  powers or weapons you consider to be the char-
  acter’s main forms of attack, so you can reference 
  them quickly without having to look at the back 
  of your sheet. You can also list the attacks’ special 
  eﬀ ects (“SFX”), if appropriate. For example, Fire-
  brand has ﬁ re powers, so he writes “Fire” as his 
  attacks’ SFX.
  4.  DEFENSES BLOCK
  You also need to keep track of your character’s 
  defenses, and the Defenses Block lets you do that. 
  In addition to listing total PD and ED and Resis-
  tant PD and ED (the same as you wrote in the 
  Characteristics Block), it has space for more exotic 
  defenses like Mental Defense and Power Defense. 
  Th ere’s also a column for special eﬀ ects (“SFX”), 
  so that you don’t forget the source/nature of your 
  character’s defense powers.
  5.  MOVEMENT BLOCK
  In this section you write down how your char-
  acter moves around so you can easily calculate Half 
  Moves and things like that. “Type” lists the form of 
  movement, including the inches the character gets 
  for free for running, swimming, and his horizontal 
  and vertical leap. Th e “Combat” column is for the 
  character’s inches of Combat Movement, while 
  “NonCom” is for his Noncombat Movement (usu-
  ally two times the inches of movement he paid for, 
  but sometimes more). See page 40 regarding move-
  ment. Th ere’s also room to list movement special 
  eﬀ ects (“SFX”), if appropriate. Firebrand writes 
  “Fire,” since his ﬁ re powers allow him to ﬂ y; if he 
  had wings, he’d write down “Wings” instead.
  6.  DAMAGE AND CHARGES TRACKER
  To help you keep track of the STUN and 
  BODY you lose and Endurance (END) you use in 
  combat, this section has rows of check-boxes you 
  can mark oﬀ  during combat (and un-mark as your 
  character regains lost STUN, BODY, and END).
  If your character has powers with Charges 
  (page 68) — that he can only use a certain number 
  of times per day — use this section to keep track of 
  
  Character Name: ________________________________________________
  Alternate Identities: _______________________________________________
  Player Name: ___________________________________________________
   
  Val Char 
  Base 
  Cost 
  Points 
  Roll Notes
   
  ___ STR 
  10 
  x1 
  ___ 
  ___ 
  HTH damage ____d6 Lift _____  END (__)
   
  ___ DEX 
  10 
  x3 
  ___ 
  ___ 
  OCV (DEX/3) _____ 
  DCV (DEX/3) _____
   
  ___ CON 
  10 
  x2 
  ___ 
  ___
   
  ___ BODY 
  10 
  x2 
  ___ 
  ___
   
  ___ INT 
  10 
  x1 
  ___ 
  ___ 
  Perception Roll _____
   
  ___ EGO 
  10 
  x2 
  ___ 
  ___ 
  Base ECV (EGO/3) _____
   
  ___ PRE 
  10 
  x1 
  ___ 
  ___ 
  Base Presence Attack _____d6
   
  ___ COM 
  10 
  x1/2 
  ___ 
  ___
   
  ___ PD 
  (STR/5) 
  x1 
  ___ 
   
  Resistant PD _____ Total PD _____
   
  ___ ED 
  (CON/5) 
  x1 
  ___ 
   
  Resistant ED _____ Total ED _____
   
  ___ SPD 
  1+ (DEX/10) 
  x10 
  ___ 
   
  Phases: 1  2  3  4  5  6  7  8  9  10  11  12
   
  ___ REC 
  (STR/5)+(CON/5) 
  x2 
  ___
   
  ___ END 
  (CON x 2) 
  x1/2 
  ___
   
  ___ STUN BODY+(STR/2)+(CON/2) x1 
  ___ 
  ___ 
   Total Characteristics Points
  CHARACTERISTICS
  EXPERIENCE POINTS
  Total earned 
   ___________
  Spent 
   ___________
  Unspent 
   ___________
  Base Points 
   ___________
  Disadvantage points  ___________
  MOVEMENT
  Type 
   
  Combat NonCom
  Run (6”)  
   ______  ______
  Swim (2”) 
   ______  ______
  H. Leap ( __”)  ______  ______
  V. Leap ( __”) 
   ______  ______
  ___________  ______  ______
  ___________  ______  ______
  ___________  ______  ______
  Movement SFX  ______________
  Movement SFX  ______________
  COMBAT INFORMATION
  Base OCV  ___  Base DCV 
  ____
  Adjustments +/-  Adjustment +/-
  ________   ___   ________ ____
  ________   ___   ________ ____
  Total OCV   ___  Total DCV  ____
  Combat Skill Levels +3 with Fiery 
  Blade, Fiery Arrow, and Fireball
  RANGE MODIFIER
  Range 0-4 
  5-8 
  9-16 17-32 33-64 65-128
  RMOD 
  0 
  -2 
  -4 
  -6 
  -8 
  -10
  COMBAT MANEUVERS
  Maneuver Phase OCV DCV 
  Effect
  Block 
  ½ 
  +0 
  +0 
  Block, abort
  Brace 
  0 
  +2 
  1/2 
  +2 vs. Range Mod.
  Disarm 
  ½ 
  -2 
  +0 
  Can disarm
  Dodge 
  ½ 
  — 
  +3 
  Abort, vs. all attacks
  Grab 
  ½ 
  -1 
  -2 
  Grab two limbs
  Haymaker 
  ½ 
  +0 
  -5 
  +4 DC, +1 Segment
  Move By 
  ½ 
  -2 
  -2 
  STR/2 + v/5
  Move Through ½ 
  -v/5 
  -3 
  STR + v/3
  Set 
  1 
  +1 
  +0 
  Ranged attacks only
  Strike 
  ½ 
  +0 
  +0 
  STR or weapon
  _________   ___   ___   ___   ______________
  _________   ___   ___   ___   ______________
  _________   ___   ___   ___   ______________
  _________   ___   ___   ___   ______________
  _________   ___   ___   ___   ______________
  ATTACKS
  Primary attack power  _______________   _____d6
  Secondary attack power  _____________   _____d6
  Tertiary attack power  ________________   _____d6
  Attack SFX   _______________________________
  Other attack SFX  ___________________________
  DEFENSES
   
  Amount 
  Defense SFX
  Physical Defense 
   ______   ____________
  Resistant Physical Defense  ______   ____________
  E n e r g y 
  Defense  ______   ____________
  R e s i s t a n t 
  Energy Defense _   ____________ 
  Mental Defense 
   ______   ____________
  Flash Defense (________)  ______   ____________
  Power Defense 
   ______   ____________
  Other: _____________ 
   ______   ____________
  Other: _____________ 
   ______   ____________
  DAMAGE AND CHARGE TRACKER
  STUN ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑
   
  ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑
  END ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑ 
   
  ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑
  BODY ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ CHARGES ❑❑❑❑ ❑❑❑❑ ❑❑❑❑
  CHARGES ❑❑❑❑ ❑❑❑❑ ❑❑❑❑ ❑❑❑❑ ❑❑❑❑ CHARGES ❑❑❑❑ ❑❑❑❑ ❑❑❑❑ ❑❑❑❑ ❑❑❑❑
  NOTES
  Origin:  unscrupulous govern-
  ment contractor Avadyne, Inc. 
  useD test pilot Mark Munroe as a 
  guinea pig to test an experimental 
  ultra-advanced jet fuel. The not yet 
  fully-tested fuel causeD Munroe’s 
  plane to explode, dousing Him with 
  the fuel. Instead of killing him, the 
  accident gAve him fire powers.
  The USAF thinks he’s a villain who 
  killed Munroe and destroyed the 
  plane because of a cover story 
  concocted by Avadyne. So, both the 
  USAF and Avadyne are after Firebrand 
  — one to capture him, the other to 
  kill him to cover its misdeeds.
  10 
  Hero System 5th Edition
  Firebrand
  Mark Munroe
  Jason Walters
  15
  23
  23
  10
  15
  10
  20
  14
  5
  39
  26
  0
  5
  0
  10
  2
  12-
  14-
  14-
  11-
  12-
  11-
  13-
  12-
  3
  200
  1
  8
  8
  12-
  3
  4
  6
  10
  6
  8
  46
  30
  3
  5
  27
  0
  0
  0
  122
  20
  20
  23
  30
  HERO SYSTEM FIFTH EDITION
  1
  2
  3
  12
  2
  8
  Fire
  Energy Blast
  RKA
  EB - Explosion
  200
  150
  6”
  12”
  2”
  4”
  3”
  6”
  2”
  4”
  20”
  40”
  Flight
  3”
  3
  2
  23
  20
  30
  Fire
  Fire
  Fire
  20
  Fire
  Fire
  4
  5
  6
  7
  8
  9
  8
  8
  
  CHARACTER INFORMATION
  Character name  ___________________
  Height  _________  Weight  __________
  Hair color  _______  Eye color  ________
  CAMPAIGN INFORMATION
  Campaign name  ___________________
  Genre  ____________________________
  Gamemaster  ______________________
  SKILLS, PERKS, AND TALENTS
   Cost Name 
  Roll
    ___   _______________________   ___
    ___   _______________________   ___
    ___   _______________________   ___
    ___   _______________________   ___
    ___   _______________________   ___
    ___   _______________________   ___
    ___   _______________________   ___
    ___   _______________________   ___
    ___   _______________________   ___
    ___   _______________________   ___
    ___   _______________________   ___
    ___   _______________________   ___
    ___   _______________________   ___
    ___   _______________________   ___
    ___   _______________________   ___
    ___   _______________________   ___
    ___   _______________________   ___
    ___   _______________________   ___
    ___   _______________________   ___
    ___   _______________________   ___
    ___   _______________________   ___
    ___   _______________________   ___
    ____ 
   ________________________   ____
    ____ 
   ________________________   ____
    ____ 
   ________________________   ____
    ____ 
   ________________________   ____
    ____ 
   ________________________   ____
    ____ 
   ________________________   ____  
    ____ 
   ________________________   ____
    ____ 
   ________________________   ____
    ____ 
   ________________________   ____
    ____ 
   ________________________   ____
    ____ 
   ________________________   ____
    ____ 
   ________________________   ____
    ____ 
   ________________________   ____
    ____ 
   ________________________   ____
    ____ 
   ________________________   ____
   43  Total Skills, Perks, & Talents Cost
  POWERS AND EQUIPMENT
   Cost Name 
  Power/Equipment 
  END
    ___   _________________ 
   __________________________________________   _____
    ___   _________________ 
   __________________________________________   _____
    ___   _________________ 
   __________________________________________   _____
    ___   _________________ 
   __________________________________________   _____
    ___   _________________ 
   __________________________________________   _____
    ___   _________________ 
   __________________________________________   _____
    ___   _________________ 
   __________________________________________   _____
    ___   _________________ 
   __________________________________________   _____
    ___   _________________ 
   __________________________________________   _____
    ___   _________________ 
   __________________________________________   _____
    ___   _________________ 
   __________________________________________   _____
    ___   _________________ 
   __________________________________________   _____
    ___   _________________ 
   __________________________________________   _____
    ___   _________________ 
   __________________________________________   _____
    ___   _________________ 
   __________________________________________   _____
    ___   _________________ 
   __________________________________________   _____
    ___   _________________ 
   __________________________________________   _____
    ___   _________________ 
   __________________________________________   _____
    ___   _________________ 
   __________________________________________   _____
    ___   _________________ 
   __________________________________________   _____
    ___   _________________ 
   __________________________________________   _____
    ___   _________________ 
   __________________________________________   _____
    ___   _________________ 
   __________________________________________   _____
    ___   _________________ 
   __________________________________________   _____
    ___   _________________ 
   __________________________________________   _____
    ___   _________________ 
   __________________________________________   _____
    ___   _________________ 
   __________________________________________   _____
    ___   _________________ 
   __________________________________________   _____
   185  Total Powers/Equipment Cost
  DISADVANTAGES
   Cost Disadvantage 
  Roll
    ___   _______________________   ___
    ___   _______________________   ___
    ___   _______________________   ___
    ___   _______________________   ___
    ___   _______________________   ___
    ___   _______________________   ___
    ___   _______________________   ___
   Cost Disadvantage 
  Roll
    ___   _______________________   ___
    ___   _______________________   ___
    ___   _______________________   ___
    ___   _______________________   ___
    ___   _______________________   ___
    ___   _______________________   ___
   150  Total Disadvantages Value
  11 
  Sidekick
  30 
  Fire Powers 
  Elemental Control, 60-point powers
  30 
  1) Fiery Blade 
  hka 2D6 (3D6 W/ str), aRMOR pIERCING (+1/2),
  rEDUCED eNDURANCE (0 END; +1/2) 
  0
  30 
  2) fIERY aRROWS 
  eNERGY bLAST 12D6 
  6
  30 
  3) fIREBALL 
  eNERGY bLAST 8D6, eXPLOSION (+1/2) 
  6
  30 
  4) fIRE aURA 
  fORCE fIELD (20 PD/ed), rEDUCED eNDURANCE
  (0 END; +1/2) 
  0
  30 
  5) fIERY fLIGHT 
  fLIGHT 20”, rEDUCED eNDURANCE (0 END; +1/2) 
  0
  5 
  eYES OF fIRE 
  iNFRARED vISION 
  0
   2 
  cONTACT: hIGH-rANKING
  u.s. aIR fORCE oFFICER 
  11-
   9 
  +3 w/ fIERY bLADE, fIERY
  aRROW AND fIREBALL
   3 
  cOMBAT PILOTING 
  14-
   1 
  cOMPUTER pROGRAMMING 
  8-
   3 
  dEDUCTION 
  12-
   1 
  eLECTRONICS 
  8-
   3 
  ks: tHE u.s. aIR fORCE 
  12-
   1 
  ls: gERMAN (bASIC cON-
  VERSATION; eNGLISH IS NATIVE)
   3 
  nAVIGATION 
  12-
   3 
  pARAMEDICS 
  12-
   3 
  pOWER: fIRE pOWER tRICKS 
  14-
   3 
  sTEALTH 
  14-
   3 
  sYSTEMS oPERATION  
  12-
   3 
  tACTICS 
  12-
   2 
  tf: aIR vEHICLES
   10 
  dnpc: jENNY bURDETTE
  (GIRLFRIEND, nORMAL) 
  8-
  20 
  huNTED: aVADYNE, iNC. 
  8-
  (mO pow, nci, cAPTURE/KILL)
  20 
  hUNTED: usaf 
  8-
  (mO pOW, nci, cAPTURE)
  20 
  psy lim: cODE VS. kILLING
  10 
  psy LIM: Reluctant to use 
  Powers
  15 
  rep: mURDEROUS sUPERVILLAIN 
  11-
  15 
  soc lim: sECRET id (mARK mUNROE)
  20 
  vul: X2 stun/bODY FROM iCE/cOLD
  20 
  vul: X2 stun/bODY FROM wATER
  HERO SYSTEM FIFTH EDITION
  1
  1
  12
  10
  11
  Firebrand
  6’1”
  200 Lbs.
  Black
  Brown
  defender of justice
  Champions (Superheroes)
  Darren Watts
  
  12 
  Hero System 5th Edition
  that, too. For example, if your character has a gun 
  with six bullets, you could use six boxes in one of 
  the “Charges” sections — just X out all the boxes 
  beyond six so you don’t accidentally think you have 
  more bullets than you really do.
  7.  EXPERIENCE POINTS
  As the campaign progresses, your character 
  earns Experience Points (page 76) he can spend 
  to improve his abilities and learn new ones. Write 
  them down here, including not just the total but 
  how many are spent and unspent.
  Additionally, this section is where you should 
  make note of your Base Points (the points the GM 
  gives you for free to start the campaign) and points 
  obtained from taking Disadvantages (page 76). 
  At the start of the game, the Total Characteristics 
  Points (1), Total Skills, Perks, & Talents Cost (10), 
  and Total Powers/Equipment Cost (11), added 
  together, should be equal to or less than the Base 
  Points plus Disadvantage points. Aft er you earn and 
  spend Experience Points, the total points spent on 
  the character should be equal to or less than Base 
  Points + Disadvantages + Experience Points.
  8.  COMBAT BLOCK
  Th e right-hand column of the front of the 
  character sheet contains useful combat information 
  in quick-reference form. At the top of the block, 
  write down your character’s Base OCV and Base 
  DCV (which are also listed in the Characteristics 
  Block (2)). Right below that, make note of any stan-
  dard adjustments to OCV or DCV, such as Combat 
  Skill Levels (page 25) the character has. Th ere’s also 
  space to list the Total OCV and DCV — the base 
  plus all relevant adjustments.
  Below the “Combat Information” section is a 
  summary chart listing the Combat Maneuvers. It 
  has room to write in any additional Maneuvers the 
  character knows, such as Martial Maneuvers he’s 
  paid Character Points for. Right below this section 
  there’s a quick-reference table for the Range Modi-
  ﬁ er.
  9.  NOTES
  Here’s a blank space for you to write down 
  notes about your character. You may want to jot 
  down some information about his background or 
  personality, or maybe save the space for notes you 
  take during the game. Some gamers like to use this 
  space to include a picture of their character.
  Back Side
  10.  SKILLS, PERKS, AND TALENTS BLOCK
  If your character has purchased any Skills 
  (page 21), Perks (page 31), or Talents (page 32), 
  write them down here. Th e ﬁ rst column lists the 
  Cost in Character Points, and the second the Name 
  of the ability. If the ability has a roll (like most 
  Skills), write it down in the third column.
  For example, Firebrand knows Combat Pilot-
  ing. He paid 3 Character Points for the Skill. Th at 
  gives him a DEX-based roll, and since his DEX is 
  23, that means he has a 14- roll.
  At the bottom of this block, make note of the 
  total Character Points you’ve spent on Skills, Perks, 
  and Talents.
  11.  POWERS AND EQUIPMENT BLOCK
  If your character has abilities built with Powers 
  (page 34) — spells, superpowers, psionic abilities, 
  or the like — write them down here. If he carries 
  equipment (weapons, armor, and so on), write that 
  down here, too.
  Th e ﬁ rst column, “Cost,” is where you note the 
  Character Point cost of the ability. (If it’s something 
  the character gets for free, like equipment in Heroic 
  games, just leave this column blank.) Th e second 
  column is the Name of the ability, if you want to 
  give it one.
  Th e “Power/Equipment” column is where 
  you write down the game notation for the ability 
  — the Powers, Advantages, and Limitations it’s built 
  with. Some complex powers may need more space; 
  use multiple lines if necessary. If the ability costs 
  Endurance (END), list it in the “END” column. (For 
  guns and other equipment with Charges [page 68], 
  you can list that here instead — just put a parenthe-
  ses or brackets around the number to distinguish it 
  from a normal END cost.)
  For example, Firebrand has an ability called 
  Eyes Of Fire. It costs 5 Character Points, so he puts 
  “5” in the Cost column. He writes down “Eyes Of 
  Fire” in the Name column. He built this power 
  using Infrared Vision, so that’s what he writes under 
  “Power/Equipment.” Since Infrared Vision does not 
  cost END, he writes “0” in the END column.
  At the bottom of this block, make note of the 
  total Character Points you’ve spent on Powers
  and/or Equipment.
  12. DISADVANTAGES BLOCK
  Lastly, you need to make note of the Disad-
  vantages (page 76) your character has. Th e Value 
  column contains the number of points you get 
  from the Disadvantage. Under “Disadvantage,” list 
  the Disadvantage itself by name and description, 
  including any other information you consider rel-
  evant. If the Disadvantage requires a roll of some 
  sort, you can note that in the “Roll” column. At 
  the bottom of this block, make note of how many 
  Character Points you get from Disadvantages.
  
  chapter one:
  chapter one:
  chapter one:
  CHARACTER CREATION
  
  14 ■ Character Creation
  Hero System 5th Edition
  I
  n the HERO System, you create a character by 
  spending Character Points to buy the various 
  abilities and attributes a character has — every-
  thing from how strong and agile he is, to what 
  he knows how to do (and how well he can do it), to 
  unusual powers he may have (like the power to cast 
  spells or ﬂ y).
  Character Points come from two sources. Th e 
  ﬁ rst is Base Points. Th ese are Character Points you 
  get for free from the GM when you start to design a 
  character. Th e second is points from Disadvantages. 
  If the Base Points aren’t enough for you to create 
  the character you have in mind, you can take Dis-
  advantages, which are complications, hindrances, or 
  ﬂ aws your character suﬀ ers from (see page 76). Each 
  Disadvantage you take is worth a certain number of 
  additional Character Points — the more severe the 
  Disadvantage, the more Character Points it’s worth to 
  your character (but the more it handicaps him).
  Superheroic And 
  Heroic Characters
  Th e amount of Character Points you design 
  a character with — the Base Points the GM gives 
  him, plus the Disadvantage points he’s allowed to 
  take — deﬁ nes how powerful and competent he 
  is. Campaigns fall into two categories, deﬁ ned by 
  the number of Character Points you build charac-
  ters with, and what characters can do with them:  
  Superheroic and Heroic.
  SUPERHEROIC CAMPAIGNS
  In a Superheroic campaign, characters receive 
  200 Base Points to start, and they may supplement 
  them with up to 150 points’ worth of Disadvan-
  tages. Th us, starting characters are built on up to 
  200 + 150 = 350 Character Points.
  Superheroic campaigns feature extremely pow-
  erful characters. Th ey can buy Powers or anything 
  else they want (subject to the GM’s permission, of 
  course). However, they must pay Character Points 
  for everything they want to have or be able to do. 
  Th is includes mundane equipment like cameras, 
  handguns, radios, gas masks, and the like. Th ey 
  don’t get any abilities or equipment “for free.”
  Typical Superheroic campaigns include cam-
  paigns where the Player Characters are comic book 
  superheroes, really high-powered Fantasy adven-
  turers, anime-style martial artists, or demi-gods.
  HEROIC CAMPAIGNS
  In a Heroic campaign, characters receive 75 
  Base Points to start, and they may supplement them 
  with up to 75 points’ worth of Disadvantages. Th us, 
  starting characters are built on up to 75 + 75 = 150 
  Character Points.
  In a Heroic campaign, the characters are 
  extremely skilled and capable individuals, but 
  “normal” humans nonetheless. Th ey can always buy 
  Characteristics, Skills, and Perks. Th ey can ordinar-
  ily buy Talents, and can usually buy Powers to sim-
  ulate some of the things they can do (such as the 
  ability to run faster, leap further, or punch harder). 
  But normally they cannot buy overt superhuman 
  abilities, like the power to walk through walls or 
  teleport. (One exception:  in some campaigns, such 
  as Fantasy, Heroic characters can buy the ability to 
  cast spells, use psionic powers, or the like.)
  Heroic characters also suﬀ er from a restric-
  tion on their ability to buy Characteristics:  beyond 
  a certain point, they have to pay double cost to 
  improve their Characteristics. See page 16.
  On the other hand, Heroic characters do not 
  have to pay Character Points for ordinary equip-
  ment like cameras, handguns, radios, gas masks, 
  and the like. Th ey get that sort of gear by paying 
  money in the context of the game, having it issued 
  to them by their superiors, building it using their 
  own Skills, and so forth. A Superheroic character 
  who needs a ﬂ ashlight has to pay Character Points 
  for it; a Heroic character just has to run down to 
  the corner store and spend $5.
  Typical Heroic campaigns include campaigns 
  where the Player Characters are spies, space explor-
  ers, Fantasy adventurers, pirates, two-ﬁ sted Pulp-
  era heroes, or “realistic” martial artists.
  CHARACTER 
  POINTS
  MORE POINTS! 
  Th e two starting 
  Character Point totals 
  described in the text 
  — 350 points for Super-
  heroic characters, 150 
  points for Heroic char-
  acters — are just the two 
  most common options 
  for HERO System cam-
  paigns. Th e GM can 
  allow you to build start-
  ing characters with as 
  many Base Points and 
  points from Disadvan-
  tages as he wants, so be 
  sure to check with him 
  before you start creat-
  ing your character to 
  ﬁ nd out what he has in 
  mind for the game. Th e 
  HERO System 5th Edition 
  rulebook has informa-
  tion on other standard 
  starting Character Point 
  totals for various types 
  of characters.
  CHARACTER ABILITY GUIDELINES TABLE
  Th is table provides guidelines regarding the building of Heroic and Superheroic characters:  the range of their Primary 
  Characteristics, SPDs, CVs, and DCs in their main attacks; the typical range of Active Points in powers and similar abili-
  ties; the overall amount of Character Points spent on Skills (and the average rolls for Skills); and typical ranges for Normal 
  Defenses and Resistant Defenses.
  Character Type
  Char
  SPD
  CV
  DC
  Active Points
  Skill Points 
  Skill Roll 
  Def/rDef   
  Heroic
  10-20
  2-4
  3-7
  3-8
  15-50
  0-75
  8-13-
  10/5
  Superheroic
  10-40
  3-10
  7-13
  6-14
  40-80
  25-80
  11-15-
  20/10
  
  15 
  Sidekick ■ Chapter One
  Restrictions On 
  Spending Points
  Th e HERO System doesn’t establish any restric-
  tions on what you can spend Character Points on. 
  If you want to spend most of them on Characteris-
  tics and just a few on Skills, you can; if you want to 
  buy a lot of Powers for your character but leave him 
  with more or less ordinary Characteristics, you can. 
  Establishing artiﬁ cial restrictions would make it 
  harder for you to build the character you want, and 
  that’s contrary to the spirit of the HERO System.
  To guide your decisionmaking and help you 
  create a fun, balanced character, the Character 
  Ability Guidelines Table indicates the “average” 
  ranges of characters’ abilities in most games. Addi-
  tionally, some GMs establish limits or guidelines 
  for spending points to ensure you create charac-
  ters appropriate for their campaigns — so check 
  with your GM before you start building a charac-
  ter for his game. 
  What all this means is that it’s your respon-
  sibility to learn about the diﬀ erent things you can 
  spend points on — Skills, Powers, Talents, and so 
  on. Unless you know what’s available to buy, you’re 
  going to have a little trouble creating the charac-
  ter you want. But it’s not diﬃ  cult to gain enough 
  familiarity with the HERO System to start the char-
  acter creation process. Just skim over pages 16 to 
  73 to learn what the diﬀ erent game elements and 
  options are, then come up with an idea for a char-
  acter and focus in on the elements most appropri-
  ate for it. For example, if you want to create a burly 
  warrior character, you need to pay close attention 
  to things like Characteristics and weapon Skills, 
  but you can ignore most of the Powers and Skills. 
  As you expand your character concept and create 
  other characters, you can study other game ele-
  ments more closely and learn about them.
  OPTIONAL CHARACTER DESIGN GUIDELINES
  Th e “free-form” nature of the HERO System character creation sometimes confuses new gamers and gamers used to 
  more “structured” systems that restrict how players create characters. Th e HERO System oﬀ ers a lot of possibilities, and 
  it may take you a little while to learn them! If you’d like some guidance to help get you started, use the following guide-
  lines for the amount of Character Points you should spend on each game element:
  Superheroic Characters 
  Characteristic-Oriented 
  Skill-Oriented 
  Power-Oriented
  Characteristics 
  230 
  125 
  120
  Skills, Perks, and Talents 
  50 
  125 
  40
  Powers/Equipment 
  70 
  100 
  190
  Total 
  350 
  350 
  350
  Heroic Characters 
  Characteristic-Oriented 
  Skill-Oriented 
  Power-Oriented
  Characteristics 
  90 
  60 
  50
  Skills, Perks, and Talents 
  40 
  75 
  50
  Powers/Equipment 
  20 
  15 
  50
  Total 
  150 
  150 
  150
  Characteristic-Oriented:  A character whose abilities are mainly represented by high Characteristics, such as a strongman.
  Skill-Oriented:  A character whose abilities are mainly represented by having lots of Skills, or fewer Skills with high Skill 
  Rolls, such as a martial artist or a thief.
  Power-Oriented:  A character whose abilities are mainly built with Powers (whether they’re innate powers or equip-
  ment), such as a wizard, a psychic, or an energy projector. Th is also includes gadget- or weapon-oriented characters.
  
  16 ■ Character Creation
  Hero System 5th Edition
  C
  haracteristics represent a character’s natural 
  attributes (such as physical strength, intel-
  lect, and willpower). Th e higher a Charac-
  teristic, the better a character is at whatever 
  that Characteristic represents. A character with 
  Strength 20 is stronger than one with Strength 15.
  HERO System characters have two types of 
  Characteristics:  Primary and Figured.
  Primary Characteristics represent a charac-
  ter’s physical and mental capabilities. All characters 
  start with a value of 10 in each of their Primary 
  Characteristics. Th e accompanying table lists the 
  Primary Characteristics and how many Character 
  Points it costs to raise each one’s value by 1.
  Th e second type of Characteristic is Figured 
  Characteristics, so called because you derive their 
  values from a character’s Primary Characteristics. 
  Figured Characteristics mainly represent various 
  combat capabilities. You can raise or lower Fig-
  ured Characteristics independently of the Primary 
  Characteristics by spending Character Points. See 
  the accompanying table for a listing of the Figured 
  Characteristics.
  HEROIC MAXIMUM VALUES
  In Heroic campaigns, Characteristics suﬀ er 
  from a restriction called Normal Characteristic 
  Maxima. Th is means that if a character wants to 
  buy a Characteristic above the Heroic Maximum 
  indicated in the two Characteristics Tables, he 
  must pay double the cost. For example, if a Heroic 
  character wants to have STR 25, it costs him 10 (to 
  buy his STR to 20 at the normal cost of 1 Character 
  Point per point of STR) + 10 (5 more points of STR 
  at double cost, or 2 Character Points per point) = 
  20 points.
  Normal Characteristics Maxima do not apply 
  in Superheroic campaigns. In a Superheroic cam-
  paign, STR 25 costs 15 Character Points.
  Movement
  Related to Characteristics is a character’s abil-
  ity to move. All characters can run, leap, and swim 
  at a base level indicated in the accompanying table. 
  Th ey can buy more Running, Leaping, or Swim-
  ming if they want, but the Heroic maximum rules 
  (see above) apply in Heroic campaigns.
  EXPLANATION 
  OF CHARACTERISTICS
  Th e following descriptions give some idea of 
  the use and eﬀ ects of each Characteristic in the 
  game.
  Primary Characteristics
  STRENGTH STR
  Strength represents the character’s raw physi-
  cal power:  how much damage he does in HTH 
  Combat; how much he can lift , carry, and throw; 
  how far he can leap; and so forth. Th e Strength 
  Table indicates the eﬀ ects of various levels of STR; 
  as you can see, every +5 STR adds +1d6 to the 
  character’s HTH damage and doubles his lift ing 
  capacity.
  STR costs Endurance to use — 1 END per 10 
  points of STR. (Heroic games sometimes charge 1 
  END per 5 STR, since characters use STR so much 
  with weapons and the like.) See page 36 for more 
  information regarding spending END.
  1 point of STR costs 1 Character Point.
  Th rowing Th ings
  Characters also use STR to throw things. To 
  calculate throwing distance, use the Strength Table 
  to determine how much STR it takes to lift  the 
  object. Th en subtract that STR from the character’s 
  STR. If the result is zero or less, he cannot throw 
  the object. If the result is more than zero, that’s the 
  “Extra Strength” the character has to throw with. 
  Consult the Th rowing Table (sidebar, page 18) to 
  determine how far he can throw the object.
  MOVEMENT TABLE
  Base 
  Value
  Movement Mode
  Cost per 
  +1”
  Heroic 
  Maximum
  6”
  Running
  2
  10”
  2”
  Swimming
  1
  5”
  2” (STR/5)
  Leaping
  1
  5”
  CHARACTERISTICS
  PRIMARY 
  CHARACTERISTICS TABLE
  Base 
  Value
  Primary 
  Characteristic
  Cost Per 
  Point
  Heroic 
  Maximum
  10
  Strength (STR)
  1
  20
  10
  Dexterity (DEX)
  3
  20
  10
  Constitution (CON)
  2
  20
  10
  Body (BODY)
  2
  20
  10
  Intelligence (INT)
  1
  20
  10
  Ego (EGO)
  2
  20
  10
  Presence (PRE)
  1
  20
  10
  Comeliness (COM)
  ½
  20
  CHARACTERISTIC 
  ROLLS
  In some situations, 
  it may not be clear 
  whether a character can 
  perform a particular 
  action. For example, 
  Andarra falls out of 
  a building and tries 
  to grab a ledge as she 
  passes it — will she 
  succeed?  In this sort 
  of situation, where no 
  Skill applies, the GM 
  can ask a character to 
  make a Characteristic 
  Roll based on the most 
  relevant Characteristic 
  (DEX, in this case). 
  Characteristic Rolls 
  equal 9 plus the Char-
  acteristic divided by 5:
  9 + (Characteristic/5) 
  or less
  Th us, a DEX Roll is 9 + 
  (DEX/5) or less. Andarra 
  (DEX 17) has a DEX 
  Roll of 12- (9+(17/5)). 
  She grabs the ledge if she 
  rolls 12 or less on 3d6.
  Don’t use Characteristic 
  Rolls too much, since 
  they can slow down 
  play and may rob the 
  player of control over 
  his character.
  Th e Skill Roll Table, 
  page 22, lists the rolls 
  for Characteristics of 
  various ranges.
  
  17 
  Sidekick ■ Chapter One
  Th e Normal Damage done by a thrown object 
  equals the character’s dice of STR damage, or the 
  DEF+BODY of the object, whichever is less. Th us, 
  a STR 60 character (12d6 damage) throwing a tele-
  phone pole (DEF 5, BODY 5) does 10d6 Normal 
  Damage. If he threw an armored car (DEF 8, BODY 
  18), he’d do 12d6 Normal Damage.
  DEXTERITY DEX
  Dexterity represents a character’s agility and 
  reaction time. It also represents accuracy:  a charac-
  ter’s Combat Value (CV) is his DEX/3.
  1 point of DEX costs 3 Character Points.
  CONSTITUTION CON
  Constitution represents a character’s health 
  and hardiness. A character’s CON determines how 
  easily he’s Stunned in combat (see page 99).
  1 point of CON costs 2 Character Points.
  BODY BODY
  Body represents how much damage a charac-
  ter can take before dying (see page 99).
  1 point of BODY costs 2 Character Points.
  INTELLIGENCE INT
  Intelligence represents a character’s ability to 
  take in and process information quickly. It does 
  not necessarily reﬂ ect knowledge or lack thereof 
  (a character could be ignorant or a genius, but still 
  have an INT of 10). It has more to do with pro-
  cessing and reacting to information than with raw 
  learning. INT serves as the basis for Perception 
  Rolls and many important Skills.
  1 point of INT costs 1 Character Point.
  EGO EGO
  Ego represents a character’s mental strength 
  and strength of will. EGO helps a character when 
  he resists or uses Mental Powers, or tries to over-
  come his Psychological Limitations (see page 79).
  1 point of EGO costs 2 Character Points.
  PRESENCE PRE
  Presence represents a character’s forcefulness, 
  charisma, bravery, and leadership qualities — in 
  short, his impressiveness. PRE allows characters to 
  impress or awe others and to resist the eﬀ ects of 
  other characters’ high PRE. (See Presence Attacks, 
  page 101.)
  1 point of PRE costs 1 Character Point.
  COMELINESS COM
  Comeliness represents a character’s beauty or 
  handsomeness.
  1 point of COM costs ½ Character Point.
  STRENGTH TABLE
  Strength
  Lift (kg)
  Damage
  Leap (hexes)
  Example
  -25
  .8
  —
  —
  Grenade, Football
  -23
  1.0
  —
  —
  -20
  1.6
  —
  —
  Pineapple
  -18
  2.0
  —
  —
  -15
  3.2
  —
  —
  One-Handed Sword
  -13
  4.0
  —
  —
  Riﬂ e
  -10
  6.4
  —
  —
  -8
  8.0
  —
  —
  Shotput
  -5
  12.5
  —
  —
  -3
  16.0
  —
  —
  0
  25.0
  —
  —
  Full suitcase, Small Missile, 
  TV set
  3
  37.0
  ½d6
  ½”
  5
  50.0
  1d6
  1”
  8
  75.0
  1½d6
  1½”
  10
  100.0
  2d6
  2”
  Man
  13
  150.0
  2½d6
  2½”
  15
  200.0
  3d6
  3”
  Two men, piano
  18
  300.0
  3½d6
  3½”
  20
  400.0
  4d6
  4”
  Motorcycle
  23
  600.0
  4½d6
  4½”
  Sailboat
  25
  800.00
  5d6
  5”
  Small Trailer
  28
  1,200.0
  5½d6
  5½”
  Medium Missile
  30
  1,600.0
  6d6
  6”
  Small Car, Large Missile
  35
  3,200.0
  7d6
  7”
  Truck
  40
  6,400.0
  8d6
  8”
  Small Jet, Combat Helicopter
  45
  12.5 tons
  9d6
  9”
  Jet Fighter, Subway Car
  50
  25.0 tons
  10d6
  10”
  Infantry Fighting Vehicle
  55
  50.0 tons
  11d6
  11”
  Tank
  60
  100.0 tons
  12d6
  12”
  Space Shuttle
  65
  200.0 tons
  13d6
  13”
  Large Plane, Titan II Rocket
  70
  400.0 tons
  14d6
  14”
  Trawler
  75
  800.0 tons
  15d6
  15”
  Drilling Rig
  80
  1.6 ktons
  16d6
  16”
  Small Bridge
  85
  3.2 ktons
  17d6
  17”
  Military Tugboat
  90
  6.4 ktons
  18d6
  18”
  Destroyer, Large Submarine
  95
  12.5 ktons
  19d6
  19”
  Freighter (unloaded)
  100
  25.0 ktons
  20d6
  20”
  Cruiser, freighter (loaded), 
  large bridge
  Lift:  Th e maximum amount of weight the character can usually just manage to lift  oﬀ  
  the ground, stagger with for a step or two, then drop, in kilograms (1 kg = 2.2 pounds). 
  Th is assumes a solid lift ing surface.
  Damage:  Normal Damage in HTH Combat.
  Leap:  Running broad jump forward, distance in hexes. Running jumps upward and 
  standing jumps are half this distance; standing jumps upward are one-fourth this dis-
  tance.
  
  18 ■ Character Creation
  Hero System 5th Edition
  Figured 
  Characteristics
  PHYSICAL DEFENSE PD
  Physical Defense rep-
  resents a character’s ability 
  to withstand damage from 
  physical attacks, such as 
  punches. (See pages 97-98.)
  PD has a base value of 
  (STR/5); increasing it costs 1 
  Character Point per 1 point.
  ENERGY DEFENSE ED
  Energy Defense rep-
  resents a character’s ability 
  to withstand damage from 
  energy attacks, such as 
  electricity or ﬁ re.  (See page 
  97-98.)
  ED has a base value 
  of (CON/5); increasing it 
  costs 1 Character Point per 
  1 point.
  SPEED SPD
  Speed represents how 
  many Phases a character has 
  in a Turn, and when they 
  occur (see page 87).
  Speed has a base value 
  of 1 + (DEX/10). Each addi-
  tional 1 point of SPD costs 
  10 Character Points.
  SPD is the only Fig-
  ured Characteristic which 
  doesn’t round in favor of the 
  character; it always rounds 
  down. To increase fractional 
  SPD, characters must buy 
  the remaining fraction of a 
  SPD point. Each 1/10 of a 
  SPD point costs 1 Character 
  Point.
  Example: A character with 
  a DEX of 18 has a base 
  speed of 1 + (18/10) = 2.8, 
  which rounds down to 2, so 
  the character is SPD 2. If the character wanted 
  to be SPD 3, that would cost 2 Character 
  Points. If the character wanted to be SPD 4, it 
  would cost 12 Character Points.
  RECOVERY REC
  Recovery represents how fast a character 
  recovers from being exhausted or knocked out; 
  it also allows the character to heal more quickly. 
  Each point of REC allows the character to regain 
  1 point of lost STUN and 1 point of spent END 
  each Post-Segment 12 Recovery and each Phase 
  in which the character takes a Recovery (see 
  page 100).
  Recovery has a base value of (STR/5) + 
  (CON/5). Each additional 1 point of REC costs 2 
  Character Points.
  ENDURANCE END
  Endurance represents the energy a character 
  expends to act, exert himself, and use his powers. 
  A character who uses a Power, moves, or uses STR 
  expends END (unless the GM chooses to ignore this 
  rule in the interest of faster game play; see page 37).
  END has a base value of 2 x CON. Each addi-
  tional 1 point of END costs ½ Character Point.
  STUN STUN
  Stun represents how much damage a character 
  can take before being Knocked Out (see page 99).
  COMBAT VALUE 
  TABLE
  Here’s a quick-reference 
  table to help you calcu-
  late your character’s CV. 
  Substitute “EGO” for 
  “DEX” and it tells you 
  your character’s ECV, 
  too.
  DEX
  CV
  0, 1, 2, 3, 4
  1
  5, 6, 7
  2
  8, 9, 10
  3
  11, 12, 13
  4
  14, 15, 16
  5
  17, 18, 19
  6
  20, 21, 22
  7
  23, 24, 25
  8
  26, 27, 28
  9
  29, 30, 31
  10
  ...and so on
  THROWING TABLE
  Extra  
  Throwing
  Strength 
  Distance
  0 or less 
  0”
  3 
  1”
  5 
  2”
  8 
  3”
  10 
  4”
  13 
  5”
  15 
  6”
  18 
  7”
  20 
  8”
  23 
  9”
  25 
  10”
  28 
  11”
  30 
  12”
  35 
  14”
  40 
  16”
  45 
  18”
  50 
  20”
  55 
  22”
  60 
  24”
  65 
  26”
  70 
  28”
  75 
  30”
  80 
  32”
  85 
  34”
  90 
  36”
  95 
  38”
  100 
  40”
  FIGURED CHARACTERISTICS TABLE
  Base 
  Value
  Figured 
  Characteristic
  Formula
  Cost Per 
  Point
  Heroic 
  Maximum
  (2)
  Physical Defense  (PD)
  STR/5
  1
  8
  (2)
  Energy Defense (ED)
  CON/5
  1
  8
  (2)
  Speed (SPD)
  1 + (DEX/10)
  10
  4
  (4)
  Recovery (REC)
  (STR/5) + (CON/5)
  2
  10
  (20)
  Endurance (END)
  2 x CON
  ½
  50
  (20)
  Stun (STUN)
  BODY+(STR/2)+(CON/2)
  1
  50
  If the numbers on a Figured Characteristic don’t come out even, use the round-
  ing rules described on page 6. For example, a character with STR 15, CON 15, and 
  BODY 10 has 26 points of STUN:  10 (from BODY) + 8 (STR/2 = 7.5, rounds up 
  to 8) + 8 (CON/2 = 7.5, rounds up to 8). Remember, SPD only rounds down, as 
  explained in the text.
  
  19 
  Sidekick ■ Chapter One
  STUN has a base value of BODY + (STR/2) + 
  (CON/2). Each additional 1 point of STUN costs 1 
  Character Point.
  DEFENSE DEF
  “Characters” like vehicles, bases, and inanimate 
  objects use this Characteristic. DEF represents an 
  object’s protection against damage (both physical 
  and energy). DEF is Resistant.
  1 point of DEF costs 3 Character Points.
  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 aﬄ  icted with ter-
  rible diseases, and the like. 
  Challenged is one step up 
  from that; it represents some 
  children and elderly people, 
  persons suﬀ ering 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. 
  Th e 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.
  One step up from Aver-
  age is Skilled. Characteristics within the Skilled 
  range can still represent more or less normal 
  persons without any special training or beneﬁ ts. 
  For example, many ordinary people have Skilled-
  range STR from exercising, INT, EGO, or PRE due 
  to genetics and personality, and so forth. But the 
  Skilled level also represents the average athlete, 
  police oﬃ  cer, or soldier who has some specialized 
  training.
  Once you get into the Competent range, 
  things become a little diﬀ erent. Normal people can 
  sometimes edge into Competent, but usually Com-
  petent-level Characteristics result from intensive 
  training, truly rare genetic gift s, or the like. Th is 
  would include many Olympic athletes, elite soldiers 
  and law enforcement oﬃ  cers, and so forth. Many 
  player characters have a majority of their Charac-
  teristics in this range or higher — that’s one of the 
  things that makes them heroes.
  Beyond Competent is Legendary. Few humans 
  reach this loft y plateau; generally speaking, ordi-
  nary people can never attain it. Only truly excep-
  tional individuals — heroes and superheroes, 
  plus the best of the best in ﬁ elds such as athletics 
  — have Legendary Characteristics. Th e upper limit 
  of Legendary is the upper limit of normal human 
  attainment.
  At the pinnacle is Superhuman. A character 
  cannot have even a single Characteristic in this 
  range unless he’s not human or some superhuman 
  REDUCING 
  CHARACTERISTICS
  Characters may reduce (or “sell back”) Characteristics 
  below beginning values. Th e points gained are the 
  same as the price for raising the Characteristic by a 
  corresponding amount.
  Example:  Albert wants his character to be less healthy 
  than normal — in game terms, to start the campaign 
  with a Constitution of 7 instead of 10. Since his char-
  acter lost 3 points of CON, and CON costs 2 Charac-
  ter Points per point, the character gains 6 Character 
  Points to buy other Characteristics or Skills. However, 
  the loss of CON aﬀ ects the character’s ED, REC, END, 
  and STUN. Moreover, he’s rather frail.
  A character may sell back each and every Primary 
  Characteristic below the listed value, but only one Fig-
  ured Characteristic, and may not reduce any Primary 
  Characteristic below 5 without the GM’s permission.
  
  20 ■ Character Creation
  Hero System 5th Edition
  phenomenon — superpowers, magic, mutation, 
  super-technology, or the like — exists. However, a 
  character doesn’t have to have Superhuman-range 
  Characteristics to be considered a “superhuman.” 
  Th e Superhuman label is simply a convenient one 
  for deﬁ ning a speciﬁ c threshold. Being a superhu-
  man depends primarily on having superhuman 
  abilities of some sort, or an appropriately superhu-
  man origin. For example, 
  look at Pulsar on page 
  118. None of his Primary 
  Characteristics fall into 
  the range for “Superhu-
  man” on the Character-
  istics Comparison Table. 
  And yet, he’s clearly super-
  human — he can ﬂ y, ﬁ re 
  energy bolts, and so forth.
  Each GM determines 
  for his own campaign 
  what numbers fall within 
  these seven categories. 
  In one game, an Average 
  person might have Pri-
  mary Characteristics in 
  the 6-10 range, and Super-
  human ones in the 31+ 
  range. In another game, 
  Average might be 10-15, 
  and Superhuman 51+. It all depends on GM and 
  player preference, the nature of the campaign, and 
  other such factors. Th e accompanying Character-
  istics Comparison Table lists some suggested guide-
  lines that should apply well to most campaigns, 
  but the GM can change the ranges listed for each 
  category if he wants.
  CHARACTERISTICS COMPARISON TABLE
  Char 
  Weak Challenged Average Skilled Competent Legendary Superhuman
  STR 
  1-2 
  3-5 
  6-10 
  11-13 
  14-20 
  21-30 
  31+
  DEX 
  1-2 
  3-5 
  6-10 
  11-13 
  14-20 
  21-30 
  31+
  CON 
  1-2 
  3-5 
  6-10 
  11-13 
  14-20 
  21-30 
  31+
  BODY 
  1-2 
  3-5 
  6-10 
  11-13 
  14-20 
  21-30 
  31+
  INT 
  1-2 
  3-5 
  6-10 
  11-13 
  14-20 
  21-50 
  51+
  EGO 
  1-2 
  3-5 
  6-10 
  11-13 
  14-20 
  21-50 
  51+
  PRE 
  1-2 
  3-5 
  6-10 
  11-13 
  14-20 
  21-50 
  51+
  COM 
  1-2 
  3-5 
  6-10 
  11-13 
  14-20 
  21-30 
  31+
  PD, ED 
  0-1 
  1-2 
  3-4 
  5-6 
  7-10 
  11-15 
  16+
  SPD 
  1 
  1-2 
  1-2 
  2-3 
  4-5 
  6-7 
  8+
  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+
  STUN 
  3-4 
  7-11 
  12-20 
  21-27 
  28-40 
  41-60 
  61+
  Running 
  1” 
  2-3” 
  4-6” 
  7-8” 
  9-10” 
  11-13” 
  14”+
  Leaping 
  0” 
  1” 
  2” 
  3” 
  4-5” 
  6-11” 
  12”+
  Swimming 0” 
  1” 
  2” 
  3” 
  4-5” 
  6-9” 
  10”+
  CHARACTERISTICS BENCHMARKS TABLE
  Th is table providesa few suggestions about the types of characters that ﬁ t into each category for each Characteristic. Once 
  again, these are only guidelines; some GMs may prefer to use other benchmarks for their games.
  Char
  Weak
  Challenged
  Average
  Skilled
  Competent
  Legendary 
  Superhuman 
  STR
  Infant
  Child, elderly  
  person
  Average 
  person
  Typical 
  weightlift er
  Olympic 
  weightlift er
  Gorilla
  Horse
  Hercules
  Th or
  DEX
  Infant
  Child, elderly  
  person
  Average 
  person
  Cop
  Pickpocket
  Soldier
  Sleight of 
  hand artist
  Elite soldier
  Elite martial 
  artist
  Hermes
  CON
  Infant
  Child, elderly  
  person
  Average 
  person
  Soldier
  Elite soldier
  Horse
  Wolf
  Rasputin
  Elephant
  Ox
  Hercules
  Th or
  Whale
  BODY
  Infant
  Child, elderly  
  person
  Average 
  person
  Pro football 
  player
  Rasputin
  Horse
  Elephant
  Rhinoceros
  Hercules
  Th or
  Whale
  INT
  Infant
  Imbecile
  Average 
  person
  Elite soldier
  Einstein
  Edison
  Tesla
  Sherlock 
  Holmes
  Super-
  computer
  EGO
  Infant
  Weak-willed 
  person, many 
  insane people
  Average 
  person
  Elite soldier
  Person with 
  psychic 
  powers
  Sorcerer
  Psionic 
  superhero
  Powerful 
  sorcerer
  Zeus
  Odin
  PRE
  Infant
  Coward
  Average 
  person
  Televangelist
  Wolf
  Julius Caesar
  Vampire
  Vampire lord
  Zeus
  Odin
  COM
  Person with 
  horriﬁ c facial 
  scarring
  Ugly person
  Average 
  person
  Model
  Supermodel
  Elite
  supermodel
  Helen of Troy
  
  21 
  Sidekick ■ Chapter One
  SKILLS
  S
  kills are abilities characters have learned or 
  are trained to perform. Examples of Skills 
  include lockpicking, spaceship piloting, 
  knowing all about politics, and fencing. 
  Th is section describes the diﬀ erent Skills available 
  in the HERO System, their point cost, and how 
  Skills aﬀ ect the game.
  BUYING SKILLS
  A character learns a Skill by paying the Charac-
  ter Point cost listed (usually 3 points). Once a char-
  acter buys a Skill, he may use it as much as he wants 
  without paying more points. However, improving his 
  ability with a Skill costs more Character Points.
  Th e HERO System groups Skills into ﬁ ve cat-
  egories for ease of reference when creating charac-
  ters. Th e categories are: 
  ■ 
  Agility Skills
  ■ 
  Background Skills
  ■ 
  Combat Skills
  ■ 
  Intellect Skills
  ■ 
  Interaction Skills
  Characters may have Skills from any or all 
  categories.
  SKILL ROLLS
  Most Skills are rated with a number which 
  indicates how well the character knows the Skill — 
  the higher the number, the better he is at the Skill. 
  In general, a character with an 11- is fairly good at a 
  Skill, while any Skill over 14- is remarkable.
  Th e base Skill Roll for most Intellect, Agility, or 
  Interaction Skills, and some Background Skills, is 
  calculated by the following formula:
  Skill Roll = 
  9 + (Characteristic/5) or less
  Th us, the base Skill Roll for an Intellect Skill is 
  9 + (INT/5) or less (round in favor of the charac-
  ter). Th e Skill Roll Table (page 22) lists the rolls for 
  Skills based on diﬀ erent Characteristic values.
  Most Background Skills have a base 11- roll. 
  Some Skills, such as Martial Arts, Transport Familiar-
  ity, and Weapon Familiarity, don’t involve a roll at all.
  Improving the Skill Roll for standard Charac-
  teristic-Based Skills by +1 costs 2 Character Points. 
  Background and Combat Skills have diﬀ erent costs, 
  explained in their individual descriptions. Charac-
  ters can also improve Skill Rolls by purchasing Skill 
  Levels (see page 29).
  USING SKILLS
  Th e following rules pertain to the use of Skills 
  generally. Th e Skills’ individual descriptions may 
  have additional rules.
  SUCCESS AND FAILURE
  Characters make Skill Rolls using 3d6.
  If a character rolls less than or equal to his Skill 
  Roll, taking all modiﬁ ers into account, he has suc-
  ceeded. Th e more he makes the roll by, the greater 
  his degree of success.
  If character rolls greater than his Skill Roll, 
  taking all modiﬁ ers into account, he has failed. 
  Th is means he can’t perform the chosen action or 
  receives no beneﬁ t from the Skill until the situa-
  tion changes in his favor — in other words, until he 
  somehow gets at least a +1 modiﬁ er to the Skill Roll. 
  Obtaining a +1 to a Skill Roll can be as simple as 
  taking more time (see Taking Extra Time, page 22).
  Bonuses And Penalties
  In the HERO System, bonuses and penalties 
  to a Skill Roll apply to the Skill’s rating, not to the 
  number rolled on the dice. Th us, a positive modiﬁ er 
  — like +1 or +3 — is good, because it improves the 
  character’s chance to succeed; a negative modiﬁ er 
  — like -2 or -5 — is bad, because it decreases the 
  chance of success.
  SKILL MODIFIERS TABLE
  Th e GM can apply the following general modiﬁ ers to Skill 
  Rolls, based on the situation.
  Modiﬁ er
  Circumstance
  +3 to +5
  Routine
  +1 to +3
  Easy
  -1 to -3
  Diﬃ  cult
  -3 to -5
  Extremely Diﬃ  cult
  -5 or more
  Sheer Folly
  See text
  Preparing for extra time
  +1 to +3
  Character has extensive knowledge of the 
  object of the Skill Roll
  +1 to +3
  Character roleplays the use of the Skill 
  well
  +1 to +3
  Character uses good equipment in con-
  nection with the Skill Roll
  +1 to +3
  Excellent conditions for performing the 
  Skill
  -1 to -5
  Poor conditions for performing the Skill
  -1 to -5
  Extremely strange or weird object to 
  perform the Skill on
  -1 to -5
  Character uses poor equipment, or lacks 
  the proper equipment (if appropriate)
  -1 to -3
  Combat conditions, for Skills not nor-
  mally used in combat
  
  22 ■ Character Creation
  Hero System 5th Edition
  For example, if a character has Lockpicking 13- 
  and uses tools that provide a +2 bonus, he has Lock-
  picking 15-. If he rolls a 12, he makes the roll by 3.
  SKILL VERSUS SKILL CONTESTS
   Sometimes characters use their Skills in oppo-
  sition, such as when one character tries to conceal 
  something while another character tries to ﬁ nd it. 
  Th is is a Skill Versus Skill Contest.
  In a Skill Versus Skill Contest, the character 
  taking action makes his roll ﬁ rst. If he fails, the 
  other character automatically wins the contest. If he 
  succeeds, the other character must make his Skill 
  Roll at a penalty of -1 for every 1 point by which 
  the ﬁ rst character makes his Skill Roll. In other 
  words, the second character must succeed by the 
  same or a greater margin as the ﬁ rst.
  For example, Andarra uses her Computer 
  Programming 12- to create a security program for 
  her computer. She rolls a 9, so she made the roll by 
  3. Anyone who tries to break through or avoid her 
  security program must make a Computer Program-
  ming roll at a -3 penalty.
  TAKING EXTRA TIME:  THE TIME CHART
  If a character takes extra time to perform a 
  Skill, he receives a bonus. Th e accompanying Time 
  Chart indicates various units of time. Th e GM 
  consults the Time Chart and decides how long it 
  takes to perform a Skill. For example, picking a 
  lock might take 1 Turn, while using Paramedics on 
  someone could take 1 Minute.
  For each step down the Time Chart a char-
  acter takes to perform a Skill, he receives a +1 
  bonus. For example, if a character takes 1 Minute 
  to perform a task requiring only 1 Turn, he gets a 
  +1 bonus.
  If a character tries to perform a task too 
  quickly, a penalty applies. For each step up the 
  Time Chart from the time required to use a Skill, 
  he suﬀ ers a -3 penalty. For example, if a character 
  tries to ﬁ nish a 1 Minute-long task in just 1 Phase, 
  he suﬀ ers a -6 penalty.
  TIME CHART
  Time Period/Duration
  1 Segment
  1 Phase
  1 Turn (Post-Segment 12)
  1 Minute
  5 Minutes
  20 Minutes
  1 Hour
  6 Hours
  1 Day
  1 Week
  1 Month
  1 Season (3 months)
  1 Year
  5 Years
  25 Years
  1 Century
  EVERYMAN SKILLS
  All characters have 
  some ability in a few 
  Skills to reﬂ ect the fact 
  that everybody knows 
  how to do these things 
  to some extent. Th ese 
  are called Everyman 
  Skills, and a character 
  has an 8- roll in each of 
  them for free — they 
  don’t cost any points 
  at all.
  In most campaigns, 
  the Everyman Skills 
  are:  Acting, Climbing, 
  Concealment, Conver-
  sation, Deduction, one 
  Knowledge Skill of a 
  city or region, one Lan-
  guage (4 points’ worth 
  of ﬂ uency), Paramedics, 
  Persuasion, Shadowing, 
  Stealth, and one 1-point 
  Transport Familiarity.
  If a character wants to 
  buy one of these Skills, 
  he must pay full price; 
  having it as an Every-
  man Skill doesn’t reduce 
  the Skill’s cost.
  COMPLEMENTARY 
  SKILLS
  In some situations, a 
  character may have two 
  Skills that both seem to 
  apply. In that case, the 
  GM decides which Skill 
  is the “primary” Skill 
  — the one most appli-
  cable. Th e other Skill is a 
  Complementary Skill.
  Th e character should 
  roll the Complementary 
  Skill ﬁ rst. For every full 
  2 points by which he 
  makes the roll, he gets a 
  +1 bonus to the primary 
  Skill roll. Th en he rolls 
  the primary Skill and 
  applies the bonus. Th is 
  roll determines whether 
  he succeeds, and if so 
  how well.
  SKILL ROLL TABLE
  Characteristic Value Skill Roll 
  Description
  N/A 
  8- 
  A Familiarity — very basic knowledge. Th is costs 1 Character Point, and characters  
   
   
  cannot apply Skill Levels to the roll.
  2 or less 
  9-
  3, 4, 5, 6, 7 
  10-
  8, 9, 10, 11, 12 
  11- 
  Competent:  Th e character can perform routine tasks easily, and diﬃ  cult tasks with a  
   
   
  little eﬀ ort. He is qualiﬁ ed to get a job using the Skill.
  13, 14, 15, 16, 17 
  12- 
  Skilled:  Th e character is well-versed in the Skill; he can perform even diﬃ  cult tasks  
   
   
  without too much eﬀ ort. He is qualiﬁ ed to manage or assist less-skilled workers  
   
   
   
  as they use the Skill.
  18, 19, 20, 21, 22 
  13-
  23, 24, 25, 26, 27 
  14- 
  Very Skilled:  Th e character is a master with the Skill. He can perform more diﬃ  cult  
   
   
  or unusual tasks without too much trouble.
  28, 29, 30, 31, 32 
  15-
  33, 34, 35, 36, 37 
  16- 
  Highly Skilled:  Th e character is one of the very best people in the world with that   
   
   
  Skill. He oft en works on cutting-edge applications of the Skill.
  38, 39, 40, 41, 42 
  17-
  43, 44, 45, 46, 47 
  18- 
  Extremely Skilled:  Th e character is one of the greatest masters of the Skill in history.  
   
   
  He develops new uses for the Skill and “pushes the envelope” of what it can do.
  48, 49, 50, 51, 52 
  19-
  53, 54, 55, 56, 57 
  20- 
  Incredibly Skilled:  Th e 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.
  
  23 
  Sidekick ■ Chapter One
  THE SKILL LIST
  All Skills are listed here alphabetically, with the Type of Skill, the Base Roll on 3d6, the Base Cost in Character Points, and 
  the cost of a +1 to the Skill Roll. Th e GM can create other Skills or let characters buy Skills not on the list. General catego-
  ries such as Professional Skills and Knowledge Skills cover Skills not listed; refer to the text for further information.
  Skill 
  Type 
  Base Roll 
  Base/+1 Cost
  Acrobatics .........................................................................................................Agility 
  9+(DEX/5) 
  3/2
  Acting ................................................................................................................Interaction 
  9+(PRE/5) 
  3/2
  Animal Handler ...............................................................................................Interaction 
  9+(PRE/5) 
  3/2
  Breakfall ............................................................................................................Agility 
  9+(DEX/5) 
  3/2
  Bribery ...............................................................................................................Interaction 
  9+(PRE/5) 
  3/2
  Bugging .............................................................................................................Intellect 
  9+(INT/5) 
  3/2
  Bureaucratics ....................................................................................................Interaction 
  9+(PRE/5) 
  3/2
  Climbing ...........................................................................................................Agility 
  9+(DEX/5) 
  3/2
  Combat Driving ...............................................................................................Agility 
  9+(DEX/5) 
  3/2
  Combat Piloting ...............................................................................................Agility 
  9+(DEX/5) 
  3/2
  Combat Skill Levels .........................................................................................Combat 
  — 
  Varies
  Computer Programming ................................................................................Intellect 
  9+(INT/5) 
  3/2
  Concealment ....................................................................................................Intellect 
  9+(INT/5) 
  3/2
  Contortionist ....................................................................................................Agility 
  9+(DEX/5) 
  3/2
  Conversation ....................................................................................................Interaction 
  9+(PRE/5) 
  3/2
  Criminology .....................................................................................................Intellect 
  9+(INT/5) 
  3/2
  Cryptography ...................................................................................................Intellect 
  9+(INT/5) 
  3/2
  Deduction .........................................................................................................Intellect 
  9+(INT/5) 
  3/2
  Demolitions ......................................................................................................Intellect 
  9+(INT/5) 
  3/2
  Disguise .............................................................................................................Intellect 
  9+(INT/5) 
  3/2
  Electronics ........................................................................................................Intellect 
  9+(INT/5) 
  3/2
  Fast Draw ..........................................................................................................Agility 
  9+(DEX/5) 
  3/2
  Forensic Medicine ...........................................................................................Intellect 
  9+(INT/5) 
  3/2
  Forgery ..............................................................................................................Intellect 
  9+(INT/5) 
  3/2
  Gambling ...........................................................................................................Intellect 
  9+(INT/5) 
  3/2
  High Society .....................................................................................................Interaction 
  9+(PRE/5) 
  3/2
  Interrogation .....................................................................................................Interaction 
  9+(PRE/5) 
  3/2
  Inventor .............................................................................................................Intellect 
  9+(INT/5) 
  3/2
  Knowledge Skill ...............................................................................................Background 
  11* 
  2/1*
  Language ...........................................................................................................Background 
  — 
  1/1
  Lipreading .........................................................................................................Intellect 
  9+(INT/5) 
  3/2
  Lockpicking ......................................................................................................Agility 
  9+(DEX/5) 
  3/2
  Martial Arts .......................................................................................................Combat 
  Varies 
  Varies
  Mechanics .........................................................................................................Intellect 
  9+(INT/5) 
  3/2
  Mimicry .............................................................................................................Intellect 
  9+(INT/5) 
  3/2
  Navigation .........................................................................................................Intellect 
  9+(INT/5) 
  3/2
  Oratory ..............................................................................................................Interaction 
  9+(PRE/5) 
  3/2
  Paramedics ........................................................................................................Intellect 
  9+(INT/5) 
  3/2
  Persuasion .........................................................................................................Interaction 
  9+(PRE/5) 
  3/2
  Power .................................................................................................................Varies  
  9+(CHAR/5) 
  3/2
  Professional Skill ..............................................................................................Background 
  11* 
  2/1*
  Range Skill Levels ............................................................................................Combat 
  — 
  Varies
  Riding ................................................................................................................Agility 
  9+(DEX/5) 
  3/2
  Science Skill ......................................................................................................Background 
  11* 
  2/1*
  Security Systems ...............................................................................................Intellect 
  9+(INT/5) 
  3/2
  Seduction ..........................................................................................................Interaction 
  9+(PRE/5) 
  3/2
  Shadowing .........................................................................................................Intellect 
  9+(INT/5) 
  3/2
  Skill Levels .........................................................................................................— 
  — 
  Varies
  Sleight of Hand .................................................................................................Agility 
  9+(DEX/5) 
  3/2
  Stealth ................................................................................................................Agility 
  9+(DEX/5) 
  3/2
  Streetwise ..........................................................................................................Interaction 
  9+(PRE/5) 
  3/2
  Survival ..............................................................................................................Intellect 
  9+(INT/5) 
  3/2
  Systems Operation ...........................................................................................Intellect 
  9+(INT/5) 
  3/2
  Tactics ................................................................................................................Intellect 
  9+(INT/5) 
  3/2
  Tracking .............................................................................................................Intellect 
  9+(INT/5) 
  3/2
  Trading ..............................................................................................................Interaction 
  9+(PRE/5) 
  3/2
  Transport Familiarity ......................................................................................Background 
  — 
  Varies
  Ventriloquism ...................................................................................................Intellect 
  9+(INT/5) 
  3/2
  Weapon Familiarity .........................................................................................Combat 
  — 
  Varies
  Weaponsmith ...................................................................................................Intellect 
  9+(INT/5) 
  3/2
  *:  Characters can base these Skills on a Characteristic (usually INT).
  HERO SYSTEM 
  SKILLS
  Th e full HERO System 
  rules contain several 
  more Skills that charac-
  ters can buy:
  Analyze
  Autoﬁ re Skills
  Cramming
  Defense Maneuver
  Penalty Skill Levels
  Rapid Attack
  Teamwork
  Two-Weapon Fighting
  Additionally, many of 
  the Skills described in 
  Sidekick are discussed 
  in much greater detail 
  in the full HERO 
  System rules, with 
  more options and 
  variations so you can 
  customize your char-
  acter.
  
  24 ■ Character Creation
  Hero System 5th Edition
  SKILL DESCRIPTIONS
  ACROBATICS
  Agility:   
  9 + (DEX/5)
  Cost:   
  3 Character Points; +1 to roll per +2 points
  Acrobatics lets a character perform ﬂ ips, 
  jumps, and rolls like a circus acrobat. Acrobatics 
  enables the character to jump from one moving 
  vehicle to another safely, swing from ﬂ agpoles, 
  bounce oﬀ  awnings, and execute other tricky 
  moves. He can also maintain his balance on narrow 
  or diﬃ  cult surfaces. At the GM’s option, he may 
  sometimes  obtain Surprise Move bonuses (page 
  93) when using Acrobatics in combat.
  ACTING
  Interaction:   9 + (PRE/5)
  Cost:   
  3 Character Points; +1 to roll per +2 points
  Acting enables a character to alter his physi-
  cal mannerisms and speech patterns to seem to be 
  another person, to fool someone, or to fake moods 
  and emotions. To detect an acting character, use 
  Acting versus an INT Roll in a Skill Versus Skill 
  Contest.
  ANIMAL HANDLER
  Interaction:   9 + (PRE/5) 
  Cost:   
  3 Character Points; +1 to roll per +2 points
  Animal Handler lets a character train all 
  types of animals to do his bidding. He can teach an 
  animal tricks, calm down a ferocious or enraged 
  animal, make a trained attack animal attack a spe-
  ciﬁ c person in a crowd, or the like.
  BREAKFALL
  Agility:  
  9 + (DEX/5)
  Cost:   
  3 Character Points; +1 to roll per +2 points
  Breakfall allows a character to roll out from 
  a fall and stand up without taking a Half Phase. A 
  successful roll also means the character takes only 
  half damage from the fall. Each 2” the character 
  falls imposes a -1 penalty on the roll. If the charac-
  ter makes his Breakfall Roll by half (aft er applying 
  the height modiﬁ er), he takes no damage from the 
  fall at all. Characters can also use Breakfall to resist 
  damage from Th rows (see pages 95-96); a success-
  ful roll (at -1 for every 2d6 in the Th row attack) 
  halves the damage taken.
  A character can use Breakfall to land on his 
  feet if he suﬀ ers Knockback. If his roll succeeds, 
  he takes no damage and doesn’t have to spend a 
  Half Phase standing up. Each 2” of Knockback 
  imposes a -1 on the Breakfall Roll. Characters who 
  are Knocked Back into something (like a wall or a 
  vehicle) cannot use Breakfall to lessen the eﬀ ects of 
  Knockback.
  BRIBERY
  Interaction: 9 + (PRE/5) 
  Cost: 
  3 Character Points; +1 to roll per +2 points
  A character with Bribery knows when to bribe 
  someone, how to approach him, and how much to 
  oﬀ er. If a Bribery attempt fails badly, or if the char-
  acter attempts to bribe an incorruptible target, the 
  potential bribee may call his superior or the police, 
  arrest the character, or threaten him with a weapon. 
  Also, just because a character has bribed someone 
  doesn’t mean he’ll stay bribed.
  BUGGING
  Intellect: 
  9 + (INT/5) 
  Cost: 
  3 Character Points; +1 to roll per +2 points
  Characters with Bugging can plant and operate 
  listening, visual, or other sensing devices (“bugs”) 
  properly, and “sweep” (search physically or with 
  detectors) for bugs. A successful roll lets a character 
  ﬁ nd an existing bug, or correctly place one. Th e 
  GM should assume characters with Bugging have a 
  small supply of average quality bugging equipment.
  BUREAUCRATICS
  Interaction: 9 + (PRE/5) 
  Cost: 
  3 Character Points; +1 to roll per +2 points
  A character with Bureaucratics can deal with 
  bureaucrats, cut through red tape, and extract 
  information from bureaucracies. He also knows the 
  right people to talk to (for just about anything) and 
  how to reach them.
  CLIMBING
  Agility: 
  9 + (DEX/5) 
  Cost: 
  3 Character Points; +1 to roll per +2 points
  Climbing allows a character to climb unusu-
  ally diﬃ  cult walls, trees, and buildings, as long as 
  handholds exist. Climbing speed varies according 
  to the structure being climbed, but the base speed 
  is 1” per Phase. Climbing equipment (such as rope, 
  grapnels, pitons, or special shoes) may provide 
  bonuses to the roll or speed the pace of climbing.
  A climbing character’s OCV and DCV are 
  halved, and may be 0 if the character is in a really 
  diﬃ  cult position. An unsuccessful Climbing roll 
  usually means the character cannot climb that area, 
  but sometimes means a fall if the roll was spectacu-
  larly bad.
  COMBAT DRIVING
  Agility: 
  9 + (DEX/5)
  Cost: 
  3 Character Points; +1 to roll per +2 points
  Characters with Combat Driving can drive 
  and control vehicles which operate in two dimen-
  sions (like chariots, cars, and speedboats) in dif-
  ﬁ cult situations.
  To use Combat Driving, the character must 
  know how to operate the vehicle (see Transport 
  Familiarity, page 30). A character with Combat 
  Driving gets one 1-point TF from the Ground 
  Vehicles category for free.
  
  25 
  Sidekick ■ Chapter One
  COMBAT PILOTING
  Agility: 
  9 + (DEX/5)
  Cost: 
  3 Character Points; +1 to roll per +2 points
  Characters with Combat Piloting can pilot 
  and control vehicles which operate in three dimen-
  sions (everything from airplanes, to submarines, 
  to spaceships) in diﬃ  cult situations (primarily 
  combat).
  To use Combat Piloting, the character must 
  know how to operate the vehicle (see Transport 
  Familiarity, page 30). A character with Combat 
  Piloting gets one 1-point TF from the Air Vehicles 
  or Space Vehicles categories for free.
  COMBAT SKILL LEVELS
  Combat: 
  None
  Cost: 
  Varies
  Once a character knows how to use an attack, 
  he can improve his skill with it by buying Combat 
  Skill Levels (CSLs). Th e applicability and uses of a 
  CSL depend on what types of attacks it works with. 
  Th ere are four categories of CSL, each described 
  below. A character must deﬁ ne what attacks a 
  Combat Skill Level works with when he buys it, and 
  cannot change it thereaft er.
  2-Point Combat Skill Levels
  A 2-point Combat Skill Level adds +1 to a 
  character’s OCV when he uses one single type of 
  attack. Two-point CSLs can never apply to DCV. 
  Examples of attacks a 2-point CSL could be bought 
  for include Punches, Broadswords, or Claws.
  3-Point Combat Skill Levels
  A 3-point Combat Skill Level can add +1 to a 
  character’s OCV or +1 to his DCV with a related 
  group of attacks or maneuvers (usually no more 
  than three) or a tightly-deﬁ ned group of weapons. 
  Examples of attacks a 3-point CSL could be bought 
  for include all of a character’s Martial Maneuvers 
  (no matter how many he has), any three Combat 
  Maneuvers (such as Punch, Grab, and Move By), All 
  Swords, All Pistols, or All Natural Weapons (claws, 
  fangs, tail, and so on).
  5-Point Combat Skill Levels
  A 5-point Combat Skill Level can add +1 to a 
  character’s OCV or +1 to his DCV with all HTH 
  Combat attacks or all Ranged Combat attacks.
  8-Point Combat Skill Levels
  An 8-point Combat Skill Level can add +1 to a 
  character’s OCV or +1 to his DCV with All Combat 
  — HTH or Ranged.
  Allocating Combat Skill Levels
  A single 2-point Combat Skill Level can only 
  improve a character’s OCV. It adds to the attack it 
  was bought for whenever the character uses that 
  attack.
  A Combat Skill Level costing 3, 5, or 8 points 
  can improve either a character’s OCV or his DCV 
  when the character uses the attacks it was bought 
  for. Th e character has to choose which one it 
  improves, though he can change the assignment of 
  his CSLs from Phase to Phase. Changing the assign-
  ment of CSLs constitutes a Zero-Phase Action, but 
  a character can only do it once per Phase. Aft er 
  he attacks, his CSLs stay as they are until his next 
  Phase begins or he Aborts to a defensive Action.
  Combat Skill Levels On Foci
  Characters sometimes want to buy Combat 
  Skill Levels with the Limitation Focus (page 69) to 
  create targeting scopes for guns and the like. Char-
  acters may only buy 5-point and 8-point Combat 
  Skill Levels with Focus. However, CSLs bought as 
  Foci can only improve a character’s OCV; they have 
  no eﬀ ect on DCV.
  COMPUTER PROGRAMMING
  Intellect: 
  9 + (INT/5)
  Cost: 
  3 Character Points; +1 to roll per +2 points
  A character with Computer Programming 
  can program and operate computers. Th is includes 
  knowledge of, and the ability to use, hardware, 
  soft ware, operating systems, and the like, both for 
  routine uses and unusual ones (such as hacking, 
  searching for information, or defeating computer-
  assisted security devices).
  CONCEALMENT
  Intellect: 
  9 + (INT/5)
  Cost: 
  3 Character Points; +1 to roll per +2 points
  Concealment represents a character’s ability 
  to hide things and to ﬁ nd things which others have 
  hidden — important papers, weapons, jewels, arti-
  facts, drugs, and so forth.
  CONTORTIONIST
  Agility: 
  9 + (DEX/5)
  Cost: 
  3 Character Points; +1 to roll per +2 points
  Contortionist gives a character the ability to 
  manipulate his body to get out of ropes and other 
  bonds (or to ﬁ t into tiny spaces he’s normally too 
  big for). An attempt to escape from normal ropes 
  would incur a -0 or -1 modiﬁ er, wires would be -2 
  or -3, and handcuﬀ s would be -3 or -4.
  A character can use Contortionist to escape 
  from Grabs (page 94). If he succeeds with a roll 
  exactly, he can add 1d6 to his STR; for every addi-
  tional point by which he makes the roll, he can add 
  +1d6 more.
  CONVERSATION
  Interaction: 9 + (PRE/5)
  Cost: 
  3 Character Points; +1 to roll per +2 points
  Conversation allows a character to extract 
  information from people through casual talk, and/
  or to be an entertaining conversationalist. If Con-
  versation is performed correctly, the victim won’t 
  even realize he’s divulged anything.
  CRIMINOLOGY
  Intellect: 
  9 + (INT/5)
  Cost: 
  3 Character Points; +1 to roll per +2 points
  A character with Criminology knows how to 
  look for clues, dust for ﬁ ngerprints, analyze evi-
  dence, examine criminal records and ﬁ les, do bal-
  listics tests, and so on.
  COMBAT SKILL 
  LEVELS
  EXAMPLE
  Jake McAllister has a 
  3-point CSL with Pis-
  tols, a 3-point CSL with 
  Knives, and an 8-point 
  CSL with All Combat. 
  He’s ﬁ ghting a Nazi 
  death-ray robot. In his 
  ﬁ rst Phase, he puts his 
  3-point CSL with Pis-
  tols into +1 OCV and 
  his 8-point Level into 
  +1 OCV. He now has a 
  bonus of +2 OCV. His 
  CSL with Knives doesn’t 
  apply because he’s 
  ﬁ ghting with a pistol. 
  Because he chose not 
  to use any of his appli-
  cable CSLs to improve 
  his DCV, he has his 
  standard DCV against 
  the robot’s attack. He 
  can’t change the way he 
  assigned his CSLs until 
  his next Phase.
  In his next Phase, 
  McAllister decides to be 
  a little more cautious. He 
  keeps his 3-point CSL 
  with Pistols assigned to 
  OCV, but changes his 
  8-point CSL so it applies 
  to his DCV. Now he has 
  +1 OCV with Pistols 
  and +1 DCV.
  
  26 ■ Character Creation
  Hero System 5th Edition
  CRYPTOGRAPHY
  Intellect: 
  9 + (INT/5)
  Cost: 
  3 Character Points; +1 to roll per +2 points
  Cryptography allows a character to solve 
  ciphers and codes, encrypt or encode messages, and 
  hide messages in ordinary text. In modern settings 
  it may require the use of a computer.
  DEDUCTION
  Intellect: 
  9 + (INT/5)
  Cost: 
  3 Character Points; +1 to roll per +2 points
  Deduction is the ability to take several facts 
  and leap to an inobvious conclusion — the clas-
  sic detective’s skill. A failed Deduction roll usually 
  indicates the character can’t think of an answer, but 
  it may mean an incorrect deduction.
  DEMOLITIONS
  Intellect: 
  9 + (INT/5)
  Cost: 
  3 Character Points; +1 to roll per +2 points
  A character with Demolitions can use explo-
  sives properly. He knows about diﬀ erent types of 
  explosives, how to handle and set them oﬀ , and 
  how to defuse explosive devices.
  DISGUISE
  Intellect: 
  9 + (INT/5)
  Cost: 
  3 Character Points; +1 to roll per +2 points
  Disguise allows a character to change his (or 
  another character’s) appearance with makeup, 
  costumes, body language, and facial expres-
  sion (though acting like another person requires 
  Acting). He can alter his appearance, or disguise 
  himself to look like a speciﬁ c person (though this 
  usually involves a -1 to -3 penalty). To spot some-
  one wearing a disguise, an onlooker must make a 
  PER Roll in a Skill Versus Skill Contest against the 
  character’s Disguise.
  ELECTRONICS
  Intellect: 
  9 + (INT/5)
  Cost: 
  3 Character Points; +1 to roll per +2 points
  Electronics allows a character to identify, 
  understand, analyze, build, repair, disable, and 
  rewire electronic devices. Th e character usually 
  needs tools to use Electronics, and oft en lots of 
  time.
  FAST DRAW 
  Agility: 
  9 + (DEX/5)
  Cost: 
  3 Character Points; +1 to roll per +2 points
  Fast Draw is the ability to ready and use a 
  weapon quickly. A character with Fast Draw can 
  draw a weapon as a Zero-Phase Action instead of 
  the usual Half Phase Action (see page 88), and can 
  change Clips (page 68) as a Half Phase Action.
  FORENSIC MEDICINE
  Intellect: 
  9 + (INT/5)
  Cost: 
  3 Character Points; +1 to roll per +2 points
  Characters with Forensic Medicine can study a 
  corpse (or even perform an autopsy) to learn about 
  the cause of death, how long the individual has 
  been dead, if the corpse was moved aft er death, and 
  so forth.
  FORGERY
  Intellect: 
  9 + (INT/5)
  Cost: 
  3 Character Points; +1 to roll per +2 points
  Forgery is the ability to duplicate documents, 
  objects, and money. It usually requires time and 
  specialized equipment (especially for highly techni-
  cal forgeries), but duplicating a signature by hand 
  only takes a few seconds.
  GAMBLING
  Intellect: 
  9 + (INT/5)
  Cost: 
  3 Character Points; +1 to roll per +2 points
  Gambling represents a character’s ability to 
  win gambling games requiring some skill (black-
  jack, poker, and so forth). Additionally, Gambling 
  lets a character cheat (some forms of cheating also 
  require Sleight Of Hand). A successful roll means 
  the character won (or cheated successfully) — the 
  more he makes it by, the more he wins. Failing the 
  roll means he lost or his cheating failed.
  HIGH SOCIETY
  Interaction: 9 + (PRE/5)
  Cost: 
  3 Character Points; +1 to roll per +2 points
  Characters with High Society know about 
  upper-class culture and how to interact with it:  
  what clothes to wear, which fork to use for shrimp, 
  who’s who, the gossip and “court politics” applicable 
  to the situation, and so forth.
  INTERROGATION
  Interaction: 9 + (PRE/5)
  Cost: 
  3 Character Points; +1 to roll per +2 points
  A character with Interrogation can extract 
  information from people, either forcibly or through 
  psychological manipulation. He knows how to 
  avoid leaving marks, can judge how close a victim 
  is to death or breaking, and is an expert at manipu-
  lating subjects into revealing information. Interro-
  gation works against an EGO Roll in a Skill Versus 
  Skill Contest; the Talent Resistance helps victims 
  resist Interrogation.
  INVENTOR
  Intellect: 
  9 + (INT/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 
  any scientiﬁ c or technical knowledge; to use it, he 
  needs related Skills (for instance, Weaponsmith to 
  invent new weapons, or Electronics and SS: Physics 
  to design a satellite).
  KNOWLEDGE SKILL
  Background: 11-
  Cost: 
  2 Character Points; +1 to roll per +1 point
  Th is general and ﬂ exible Background Skill 
  includes knowledge of certain groups, places, 
  
  27 
  Sidekick ■ Chapter One
  people and things — any subject the character 
  wishes to have knowledge of. For 2 Character 
  Points, the character has an 11- roll to perform a 
  given Knowledge Skill (KS). Alternately, characters 
  can base a KS upon INT for 3 Character Points, 
  giving a base (9 + (INT/5)) roll. In either case, each 
  +1 to the Skill Roll costs 1 Character Point.
  Th e character must deﬁ ne the subject when 
  he purchases the KS, and it can be virtually any-
  thing he can think of. Examples include:  Arcane 
  And Occult Lore; British Literature; Demons; Th e 
  Galactic Confederation; Horse Racing; Th e Maﬁ a; 
  New York City; Rock Music; and Zulu Culture. 
  Characters may not take KSs for scientiﬁ c subjects, 
  like Astronomy, Biology, or Physics; those require 
  Science Skills (page 28).
  LANGUAGES
  Background: None
  Cost: 
  Varies
  Th is Background Skill represents a level of ﬂ u-
  ency in, and knowledge of, a language — the more 
  points spent, the greater the character’s ﬂ uency. 
  Each character knows his native language for free 
  at the “Idiomatic” level.
  LIPREADING
  Intellect: 
  9 + (INT/5)
  Cost: 
  3 Character Points; +1 to roll per +2 points
  Lipreading allows a character to read some-
  one’s lips to tell what that person’s saying (if he 
  knows the language that person’s speaking).
  LOCKPICKING
  Agility: 
  9 + (DEX/5)
  Cost: 
  3 Character Points; +1 to roll per +2 points
  Lockpicking let a character open locks using 
  special tools instead of keys. It does not allow the 
  character to detect or bypass security devices; that 
  requires Security Systems.
  MARTIAL ARTS
  Combat: 
  Varies
  Cost: 
  Varies
  Martial Arts represents enhanced HTH 
  Combat ﬁ ghting ability, whether derived from 
  intense training, innate ability, or hard-won expe-
  rience. It includes everything from the grace and 
  power of kung fu, to the brutality of bare-knuckle 
  streetﬁ ghting skills, to fencing.
  Martial Arts consists of various Martial 
  Maneuvers which characters purchase individually. 
  You can choose which Martial Maneuvers your 
  character knows, but you must spend a minimum 
  of 10 Character Points on Martial Maneuvers 
  — you can’t just buy one. Th e accompanying side-
  bar lists the cost of the various Martial Maneuvers; 
  for explanations of what they can do and how they 
  work, see Martial Arts on page 96.
  MECHANICS
  Intellect: 
  9 + (INT/5)
  Cost: 
  3 Character Points; +1 to roll per +2 points
  A character with Mechanics can use the 
  proper tools to repair, replace, modify, and build 
  mechanical devices.
  MIMICRY
  Intellect: 
  9 + (INT/5)
  Cost: 
  3 Character Points; +1 to roll per +2 points
  Mimicry allows a character to imitate some-
  one else’s voice, or certain other sounds, perfectly. 
  Others can detect Mimicry with a Skill Versus Skill 
  Contest pitting the listener’s Hearing PER Roll 
  against the Mimicry roll.
  NAVIGATION
  Intellect: 
  9 + (INT/5)
  Cost: 
  3 Character Points; +1 to roll per +2 points
  A character with Navigation can determine 
  his location and plot an eﬃ  cient course between 
  two points.
  ORATORY
  Interaction: 9 + (PRE/5)
  Cost: 
  3 Character Points; +1 to roll per +2 points
  Oratory represents the ability to speak to an 
  audience and deliver a convincing presentation.
  PARAMEDICS
  Intellect: 
  9 + (INT/5)
  Cost: 
  3 Character Points; +1 to roll per +2 points
  A character with Paramedics knows how to 
  perform ﬁ rst aid, stop bleeding, repair damage, 
  and generally keep someone alive. He can prevent 
  someone from bleeding to death (page 99); a suc-
  cessful roll (with a penalty of -1 per 2 BODY of 
  damage sustained) stops the victim from losing any 
  more BODY due to bleeding. Advanced medical 
  care, such as surgery, requires a hospital and Skills 
  such as Science Skill: Medicine.
  PERSUASION
  Interaction: 9 + (PRE/5)
  Cost: 
  3 Character Points; +1 to roll per +2 points
  Characters with Persuasion can convince, 
  persuade, or inﬂ uence individuals, or tell believable 
  lies. Persuasion is normally only used on NPCs; 
  PCs are usually allowed more latitude with their 
  decisions. However, a successful Persuasion roll 
  should make a PC much more inclined to believe 
  the speaker or do as he requests.
  FLUENCY TABLE
  Fluency  
  Character 
  Points
  Basic Conversation 
  1
  Fluent Conversation 
  2
  Completely Fluent, with accent 
  3
  Idiomatic, native accent  
  4
  Imitate dialects 
  5
  Literacy (if not standard for society) 
  +1 point
  MARTIAL 
  MANEUVERS COSTS
  Maneuver 
  Cost
  Choke Hold 
  4
  Defensive Strike 
  5
  Killing Strike 
  4
  Legsweep 
  3
  Martial Block 
  4
  Martial Disarm 
  4
  Martial Dodge 
  4
  Martial Escape 
  4
  Martial Grab 
  3
  Martial Strike 
  4
  Martial Th row 
  3
  Nerve Strike 
  4
  Oﬀ ensive Strike 
  5
  Sacriﬁ ce Th row 
  3
  +1 Damage Class 
  4
  Weapon Element 
  1
  
  28 ■ Character Creation
  Hero System 5th Edition
  POWER 
  Varies: 
  9 + (CHAR/5)
  Cost: 
  3 Character Points; +1 to roll per +2 points
  Th is Skill represents a character’s ability to use 
  one (or more) of his powers or abilities in creative 
  or unusual ways. Its name varies from campaign to 
  campaign, setting to setting, character to character. 
  Characters can base Power on any one of several 
  Characteristics, depending on the nature of the 
  Skill as the character uses it. If based on INT, it’s 
  considered an Intellect Skill; if on DEX, an Agility 
  Skill; and so forth.
  Power serves two related functions. First, it 
  may act as a Required Skill Roll (see page 71) for 
  abilities which the GM rules must have a Skill Roll 
  to function. For example, in a Fantasy campaign, 
  Power might be called Magic and all wizards would 
  use it to cast spells.
  Second, Power can simulate a character’s level of 
  skill with a particular power, ability, or attack. Charac-
  ters who make appropriate Power rolls can perform 
  “tricks” or do unusual things with their powers. For 
  example, a super-strong character in a comic book 
  superhero campaign might buy Power as Strength 
  Tricks and use it to etch a message into hardened steel 
  without breaking the steel or hurting himself.
  GMs should control all uses of Power care-
  fully. Characters who want to perform a particular 
  “trick” or “power stunt” frequently should pay 
  Character Points for it (especially if it has an eﬀ ect 
  on combat).
  PROFESSIONAL SKILL
  Background: 11-
  Cost: 
  2 Character Points; +1 to roll per +1 point
  Th is general and very ﬂ exible Background 
  Skill gives a character the ability to perform certain 
  professions, craft s, tasks, and the like. For 2 Charac-
  ter Points, the character has an 11- roll to perform 
  a given Professional Skill (PS). Alternately, char-
  acters can base the Skill upon a Characteristic for 
  3 Character Points, giving a base (9 + (CHAR/5)) 
  roll. In either case, each +1 to the Skill Roll costs 1 
  Character Point.
  Th e character must deﬁ ne the job, craft , or 
  task when he purchases the PS, and it can be virtu-
  ally anything he can think of. Examples include:  
  Accountant; Alchemist; Carpenter; Goldsmith; 
  Gunslinger; Lawyer; Singer; Singing; or Wizard. As 
  the names indicate, PSs oft en represent a character’s 
  employment, but can also indicate hobbies, inter-
  ests, and other abilities.
  RANGE SKILL LEVELS
  Combat: 
  None
  Cost: 
  Varies
  Range Skill Levels (RSLs) are similar to 
  Combat Skill Levels (page 25). However, they only 
  increase a character’s OCV, and only for purposes 
  of overcoming the Range Modiﬁ er (page 92). Th e 
  accompanying Range Skill Levels Table lists the 
  cost per +1 OCV, based on how many diﬀ erent 
  types of attacks the RSL applies to.
  Th e smallest RSL which can be bought 
  through a Focus is a 3-point Level.
  RIDING
  Agility: 
  9 + (DEX/5)
  Cost: 
  3 Character Points; +1 to roll per +2 points
  Characters with Riding can ride a living crea-
  ture under diﬃ  cult circumstances, including ﬁ ght-
  ing while mounted, leaping obstacles, and the like. 
  To use Riding, the character must know how to 
  handle the animal (see Transport Familiarity, page 
  30). A character with Riding gets one 1-point TF 
  from the Riding Animals category for free.
  SCIENCE SKILL
  Background: 11-
  Cost: 
  2 Character Points; +1 to roll per +1 point
  Th is general and very ﬂ exible Background 
  Skill gives a character a solid grasp of a particular 
  ﬁ eld of science (whether a physical science, like 
  Chemistry, or a social science, like Anthropology). 
  For 2 Character Points, the character has an 11- roll 
  to perform a given Science Skill (SS). Alternately, 
  characters can base a SS upon a Characteristic 
  (usually INT) for 3 Character Points, giving a base 
  (9 + (CHAR/5)) roll. In either case, each +1 to the 
  Skill Roll costs 1 Character Point.
  Th e character must deﬁ ne the science when 
  he purchases the SS, and it can be virtually any 
  scientiﬁ c subject he can think of. Examples include:  
  Accounting; Anthropology; Archaeology; Biol-
  ogy; Chemistry; Genetics; Mathematics; Medicine; 
  Physics; Sociology; and Zoology.
  SECURITY SYSTEMS
  Intellect: 
  9 + (INT/5)
  Cost: 
  3 Character Points; +1 to roll per +2 points
  A character with Security Systems can locate, 
  recognize, evade, and build various types of alarms 
  and traps. Th is usually requires the proper equipment, 
  and oft en a lot of time (one Turn or longer) as well.
  SEDUCTION
  Interaction: 9 + (PRE/5)
  Cost: 
  3 Character Points; +1 to roll per +2 points
  Seduction is the ability to gain others’ trust 
  (and perhaps even friendship) by oﬀ ering compan-
  ionship or favors. Th is Skill is normally only for 
  use on NPCs; a player should have more control 
  over his character’s actions. Th e GM may rule that 
  Seduction can be used on a PC when it ﬁ ts his Dis-
  advantages or personality.
  RANGE SKILL LEVEL TABLE
  Cost 
  Application
  1½ 
  +1 OCV to oﬀ set the Range Modiﬁ er with 
  any single attack
  2 
  +1 OCV to oﬀ set the Range Modiﬁ er with 
  any three maneuvers or tight group (e.g.,   
  +1 vs. Range With Pistols)
  3 
  +1 OCV to oﬀ set the Range Modiﬁ er with  
  all attacks
  KNOWLEDGE 
  SKILLS,
  PROFESSIONAL 
  SKILLS, AND
  SCIENCE SKILLS
  You should be careful 
  to diﬀ erentiate between 
  Knowledge Skills, Pro-
  fessional Skills, and 
  Science Skills. A KS 
  provides a character 
  with knowledge of what 
  something is, how it 
  works, who’s involved 
  with it, and so on. A PS 
  gives the character the 
  ability to do things or 
  perform certain tasks 
  — though a KS may be 
  required for the char-
  acter to have in-depth 
  knowledge of how he’s 
  about to exercise those 
  physical skills. To put it 
  another way, a KS pro-
  vides theoretical knowl-
  edge and a PS practical 
  knowledge of a given 
  subject.
  For example, a charac-
  ter with KS: Plumbing 
  knows how plumbing 
  works, the history of 
  plumbing, how much 
  plumbers earn on a 
  yearly basis, and so 
  forth... but he can’t ﬁ x a 
  broken toilet. A charac-
  ter with PS: Plumbing 
  doesn’t know any of 
  that, but can ﬁ x a broken 
  pipe and use plumbing 
  tools. A character could 
  (and oft en should) have 
  a KS and a PS of the 
  same subject to reﬂ ect 
  both a theoretical and 
  practical knowledge.
  A Science Skill (SS) 
  functions as a combina-
  tion of a PS and a KS. 
  It provides both theo-
  retical knowledge of the 
  subject and the practical 
  skills of working with 
  the equipment associ-
  ated with a scientiﬁ c 
  subject.
  
  29 
  Sidekick ■ Chapter One
  SHADOWING
  Intellect: 
  9 + (INT/5)
  Cost: 
  3 Character Points; +1 to roll per +2 points
  A character with Shadowing can follow or 
  watch someone subtly (either on foot or in a 
  vehicle), establish static surveillance without being 
  detected, and so forth.
  SKILL LEVELS
  Cost: 
  Varies
  Once a character knows a Skill, he can 
  improve his ability to use it by buying Skill Levels. 
  Th e applicability and uses of a Skill Level depend 
  on what types of Skills it works with; there are ﬁ ve 
  categories of Skill Levels, each described in the 
  accompanying Skill Levels Table. A character must 
  deﬁ ne what Skills a Skill Level works with when he 
  buys it, and cannot change it thereaft er.
  Allocating Skill Levels
  A character can only apply a Skill Level to 
  one task at a time. He must choose which Skill a 
  Skill Level applies to, though he can change the 
  assignment of his Skill Levels from Phase to Phase. 
  Changing the assignment of Skill Levels constitutes 
  a Zero-Phase Action, but a character can only do it 
  once per Phase. Aft er he attacks, his Skill Levels stay 
  as they are until his next Phase begins.
  Skill Levels On Foci
  Characters sometimes want to buy Skill 
  Levels with the Limitation Focus (page 69), such as 
  advanced lockpicking tools that make Lockpicking 
  easier, or a magic amulet that enhances a character’s 
  Oratory. Characters may only buy 3-point and 
  more expensive Skill Levels with Focus.
  SLEIGHT OF HAND
  Agility: 
  9 + (DEX/5)
  Cost: 
  3 Character Points; +1 to roll per +2 points
  Sleight Of Hand is the ability to palm items, 
  fool the eye, perform certain magic tricks, and so 
  forth. Large objects (anything bigger than a small 
  pistol) are, of course, more diﬃ  cult to palm (-1 to 
  -5). Characters can also use Sleight Of Hand to pick 
  pockets in a Skill Versus Skill Contest against the 
  victim’s PER Roll.
  STEALTH
  Agility: 
  9 + (DEX/5)
  Cost: 
  3 Character Points; +1 to roll per +2 points
  Characters with Stealth can hide in shadows, 
  move silently, and/or avoid detection in combat 
  conditions. When a character wants to be stealthy, 
  use his Stealth roll versus the PER Rolls of anyone 
  attempting to ﬁ nd him (or who might perceive 
  him) in a Skill Versus Skill Contest.
  STREETWISE
  Interaction: 9 + (PRE/5)
  Cost: 
  3 Character Points; +1 to roll per +2 points
  Streetwise gives a character knowledge of the 
  seamy side of civilization. He knows how to ﬁ nd 
  the black market, talk to thugs and criminals, gain 
  information, deal with organized (and not so orga-
  nized) crime ﬁ gures, and so on.
  SURVIVAL
  Intellect: 
  9 + (INT/5)
  Cost: 
  3 Character Points; +1 to roll per +2 points
  Characters with Survival can live oﬀ  the land, 
  ﬁ nd food and water, locate or build crude shelters, 
  identify dangerous plants and animals, and so forth.
  SYSTEMS OPERATION 
  Intellect: 
  9 + (INT/5)
  Cost: 
  3 Character Points; +1 to roll per +2 points
  Characters with Systems Operation know how 
  to operate sensing and communication devices 
  properly. It does not cover navigational equipment 
  (that’s Navigation) or encoding transmissions 
  (that’s Cryptography).
  TACTICS
  Intellect: 
  9 + (INT/5)
  Cost: 
  3 Character Points; +1 to roll per +2 points
  A character with Tactics knows how to ﬁ ght 
  eﬀ ectively and eﬃ  ciently in discrete battles and 
  small units — how to position (and best use) a 
  small force, when it’s time to retreat, and the like.
  TRACKING
  Intellect: 
  9 + (INT/5)
  Cost: 
  3 Character Points; +1 to roll per +2 points
  Characters with Tracking can follow a trail by 
  observing tracks, marks, broken twigs and so forth, 
  and also know how to hide tracks.
  TRADING
  Interaction: 9 + (PRE/5)
  Cost: 
  3 Character Points; +1 to roll per +2 points
  Trading gives a character the ability to strike a 
  good bargain with a merchant or customer. Prices 
  oft en aren’t ﬁ xed, especially in pre-modern genres, 
  so a character with Trading can save (or make) 
  considerable money if he wins a Skill Versus Skill 
  Contest (versus the other character’s Trading or an 
  INT Roll). Losing the Contest may mean paying 
  too much, or not making a proﬁ t.
  SKILL LEVELS TABLE
  Cost 
  Type of Level
  2 points 
  +1 with one Characteristic Roll
  3 points 
  +1 with any three related Skills (e.g., +1 with 
  Conversation, High Society, and Seduction; 
  +1 with Mechanics, Security Systems, and 
  Lockpicking)
  5 points 
  +1 with All Agility Skills, All Intellect Skills 
  or All Interaction Skills (or any other group 
  of similar Skills the GM is willing to permit)
  8 points 
  +1 with all non-combat Skills
  10 points +1 Overall Level (applies to any roll; 
  characters can also use it as an 8-point 
  Combat Skill Level)
  
  30 ■ Character Creation
  Hero System 5th Edition
  TRANSPORT FAMILIARITY
  Background: None
  Cost: 
  Varies
  Th is Background Skill allows characters to 
  drive or pilot speciﬁ c types of vehicles, or ride a 
  living mount, under routine conditions (combat or 
  crisis conditions require other Skills listed above).
  Each Transport Familiarity (TF) costs 2 Char-
  acter Points. Th e character must select one of the 
  following groups of vehicles:
  ■ 
  Riding Animals (horses, camels, elephants, and 
  so on)
  ■ 
  Ground Vehicles (cars, trucks, trains, motor-
  cycles, sleds, snowmobiles)
  ■ 
  Water Vehicles (rowed boats, sailed boats, 
  motorized boats)
  ■ 
  Air Vehicles (airplanes, helicopters)
  ■ 
  Space Vehicles (spaceships, starships)
  ■ 
  Mecha
  Characters can purchase a TF with a single 
  speciﬁ c type of vehicle for 1 Character Point. 
  Th is includes not only individual vehicles (Ford 
  Mustangs, Los Angeles-class submarines) but rec-
  reational “vehicles” (such as SCUBA, Parachuting, 
  Snow Skiing, or the like).
  VENTRILOQUISM
  Intellect: 
  9 + (INT/5)
  Cost: 
  3 Character Points; +1 to roll per +2 points
  A character with Ventriloquism can make 
  his voice sound as if it’s coming from somewhere 
  other than himself, and can speak without appar-
  ently moving his lips. Ventriloquism is detected 
  with a PER Roll in a Skill Versus Skill Contest. A 
  Ventriloquism roll takes a -1 penalty for every 1” 
  of distance between the ventriloquist and the point 
  where the voice “speaks.”
  WEAPON FAMILIARITY
  Background: None
  Cost: 
  Varies
  Weapon Familiarity (WF) represents the 
  knowledge of how to use speciﬁ c weapons. It is 
  used primarily in Heroic campaigns; characters in 
  Superheroic campaigns, who pay Character Points 
  for their weapons, automatically know how to use 
  them. A character ﬁ ghts at -3 OCV when using a 
  weapon for which he does not know the WF.
  Each Weapon Familiarity costs 2 Character 
  Points. Th e character must select one of the follow-
  ing groups of weapons:
  ■ 
  Common Melee Weapons (axes, hammers, 
  knives, maces, swords, spears, polearms, clubs)
  ■ 
  Common Missile Weapons (bows, crossbows, 
  thrown weapons)
  ■ 
  Small Arms (pistols, riﬂ es, shotguns, subma-
  chine guns, assault riﬂ es, grenades)
  ■ 
  Uncommon Modern Weapons (ﬂ amethrowers, 
  machine guns, shoulder-ﬁ red weapons)
  ■ 
  Emplaced Weapons (siege engines, howitzers, 
  recoilless riﬂ es, mortars, anti-aircraft  guns)
  Characters can purchase a WF with a single 
  speciﬁ c type of weapon for 1 Character Point. 
  Th is includes not only individual weapons (great-
  swords, longbows, submachine guns), but “unusual” 
  weapons not covered by the categories listed above 
  (staﬀ s, slings, whips, garrotes, nets, ﬂ ails, 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. Th ey can also 
  identify the origin, uses, and eﬀ ects of any weapon 
  they’re familiar with or have time to analyze.
  
  31 
  Sidekick ■ Chapter One
  PERQUISITES 
  (PERKS)
  P
  erquisites (or Perks) are useful resources, 
  items, privileges, and beneﬁ ts a character 
  has. Unlike Skills, Perks tend to be transi-
  tory in nature. A character can easily gain 
  Perks during the course of the campaign — and 
  later lose them just as easily.
  PERK DESCRIPTIONS
  CONTACT
  Cost: 
  2 Character Points; +1 to roll per +1 point
  A character with this Perk knows someone 
  who can occasionally help him out, usually because 
  that person has a job, position, or other resources 
  useful to the character. A character can buy this 
  Perk many times; in each case, it represents a diﬀ er-
  ent person the character knows.
  A Contact costs 2 Character Points for an 11- 
  roll. Each +1 to the roll costs +1 Character Point.
  When a character wants to use his Contact, he 
  must make his roll. If the roll fails, the Contact is 
  of no use to him — either the character can’t get in 
  touch with his Contact, or the Contact can’t help. If 
  the roll succeeds, the Contact helps the character as 
  best he can, though he probably won’t risk his life, 
  job, or anything else really important.
  FOLLOWER
  Cost: 
  1 point per 5 Character Points in Follower
  Th is Perk means the character has a Follower of 
  some kind — a person loyal to him and willing to do 
  what he asks. Examples of Followers include human 
  agents, familiars,  golems, robots, and kid sidekicks.
  You build Followers with the same Base Points as 
  any other character in the campaign. Th ey may also 
  have points from Disadvantages. However, the Fol-
  lower must be built on fewer Character Points, total, 
  than the character who buys him.
  Th e cost to buy a Follower is his Base Points 
  divided by 5. In other words, the character doesn’t pay 
  for any points gained from Disadvantages. For exam-
  ple, suppose Beetleman wants a kid sidekick, Buggy. 
  Beetleman is built on 350 points (250 Base Points, 
  plus 100 points from Disadvantages). Buggy is built 
  on 250 Base Points, too, but since he has to be built on 
  fewer Character Points than Beetleman, Beetleman 
  only gives him 25 Disadvantage points. Buggy costs 
  Beetleman (250/5 =) 50 Character Points.
  FRINGE BENEFIT
  Cost: 
  Varies
  A Fringe Beneﬁ t is a Perquisite the character 
  acquires from his job or background — a “perk” in 
  the classic sense. Th e Fringe Beneﬁ ts Table lists the 
  cost for some common Fringe Beneﬁ ts in various 
  campaigns.
  MONEY
  Cost: 
  Varies
  Money may not make the world go round, but 
  it can help motivate PCs.
  Th is Perk is most applicable in Heroic games, 
  where characters spend money in the game to buy 
  things. In Superheroic campaigns, where characters 
  buy equipment with Character Points, Money isn’t 
  as important.
  Th e accompanying table gives the point cost 
  for various levels of annual income. It lists dollar 
  ﬁ gures; substitute other types and amounts of 
  money (gold pieces, Space Confederation credits, or 
  the like) as appropriate for the campaign.
  FRINGE BENEFITS
  Cost 
  Notes
  Universal Perks (genre or time period)
  1 point 
  License to practice a profession
  1-10 points Membership:  membership in an important 
  organization or group; cost depends on char-
  acter’s rank and powers in the organization
  5 points 
  Diplomatic Immunity
  10 points 
  Head of State (with GM’s permission; 
  may cost more)
  Modern-Day Perks
  1 point 
  Passport
  1 point 
  Press Pass 
  1 point 
  Weapon Permit (where appropriate)
  2 points 
  Concealed Weapon Permit (where appro-
  priate)
  2 points 
  Local Police Powers
  2 points 
  Private Investigator License
  3 points 
  Federal/National Police Powers
  5 points 
  International Police Powers
  10 points 
  License to Kill
  Fantasy Perks
  2 points 
  Knight
  2 points 
  Member of the Lower Nobility
  3 points 
  Low Justice: Character has the right to 
  mete out justice
  5 points 
  Member of the Aristocracy/Higher Nobility
  Science Fiction Perks
  1 point 
  Starship License
  3 points 
  Galactic Computernet Access Card
  5 points 
  Planetary Police Powers
  8 points 
  Interstellar Police Powers
  MONEY TABLE
  Value Annual Income
  -10 
  Disadvantage:  
  Destitute ($3,000)
  -5 
  Disadvantage:  
  Poor ($10,000)
  0 
  Middle Class:  
  $75,000
  5 
  Well Oﬀ :  
  $500,000
  10 
  Wealthy:  
  $5,000,000
  15 
  Filthy Rich:  
  unlimited income
  
  32 ■ Character Creation
  Hero System 5th Edition
  T
  alents are unusual abilities some characters 
  possess. Th ey include weird or unique attri-
  butes, bizarre skills, and a variety of eﬀ ects 
  which are not common among normal folk, 
  but that heroes and their enemies sometimes possess. 
  Th ink of them as a sort of “halfway step” between 
  Skills and Powers. Th ey do not cost END to use.
  Not all Talents ﬁ t every campaign, and in some 
  extremely realistic campaigns the GM won’t allow 
  Talents at all. Talents are usually appropriate for 
  Heroic campaigns, though the GM may wish to 
  forbid characters to buy some of the more outland-
  ish ones (such as Universal Translator).
  TALENT DESCRIPTIONS
  ABSOLUTE TIME SENSE
  Cost: 
  3 Character Points
  A character with this Talent can gauge the pas-
  sage of time accurately without using a watch, the 
  sun, or other external means.
  AMBIDEXTERITY
  Cost: 
  9 Character Points
  Ambidexterity allows a character to eliminate 
  the Oﬀ  Hand penalty (page 93) when performing 
  tasks or using a weapon. Th is does not allow a char-
  acter to attack more than once per Phase.
  BUMP OF DIRECTION
  Cost: 
  3 Character Points
  A character with this Talent has an innate 
  sense of direction. He can always tell direction 
  without reference to visual clues, and can also tell if 
  he is above or below the local ground level.
  COMBAT SENSE
  Cost: 
  15 Character Points for a base 9 + (INT/5) roll; 
   
  +1 to roll for +1 Character Point
  Combat Sense gives a character the innate abil-
  ity to ﬁ ght eﬀ ectively in HTH Combat even while in 
  darkness or blinded.
  A successful Combat Sense roll allows a charac-
  ter to make, or defend himself against, HTH Combat 
  attacks without suﬀ ering a penalty to his OCV or 
  DCV because he cannot perceive his opponent with 
  a Targeting Sense. Th e character must roll each Phase 
  to keep track of his opponents; this takes a Half 
  Phase. If the roll fails, he suﬀ ers normal nonpercep-
  tion penalties (page 86) that Phase.
  Combat Sense has no eﬀ ect on Ranged combat.
  DANGER SENSE
  Cost: 
  15 Character Points for a base 9 + (INT/5) roll; 
   
  +1 to roll for +1 Character Point
  Danger Sense gives a character a “sixth sense” 
  about things and situations dangerous to him. Th e 
  character makes a Danger Sense roll whenever 
  told to by the GM, though he may request a roll if 
  he suspects something. If the roll fails, he does not 
  sense any danger. If the roll succeeds, the character 
  is not Surprised by the danger (i.e., he gets his full 
  DCV against the attack). If he makes the roll by 
  half or less, he knows the true location and type of 
  danger threatening him; if appropriate and he has 
  a Phase to use, he can make an attack against the 
  danger at his normal OCV. 
  DOUBLE JOINTED
  Cost: 
  4 Character Points
  A Double Jointed character has unusually ﬂ ex-
  ible joints. He receives a bonus of +1 to +3 to Con-
  tortionist rolls (and sometimes Breakfall rolls too). 
  Th e GM determines the amount of the bonus based 
  on the circumstances.
  EIDETIC MEMORY
  Cost: 
  5 Character Points
  Th e character has a photographic memory. He 
  can remember images and other sensations which 
  he’s studied (including written pages) with near-
  photographic exactness.
  Eidetic Memory doesn’t teach a character any 
  Skills, even though he can recall facts from books 
  he’s read. A character must spend Experience Points 
  to retain any information he studies as permanent 
  KSs or SSs.
  ENVIRONMENTAL MOVEMENT
  Cost: 
  Varies
  A character with Environmental Movement 
  can move without restrictions in environments that 
  hamper most characters (see Environmental Condi-
  tions, page 93). He typically suﬀ ers no penalty to 
  OCV, DCV, Skill Rolls, or movement based on being 
  in those environments. Th e accompanying table 
  lists the costs for diﬀ erent types of environments.
  TALENTS
  HERO SYSTEM 
  PERKS AND
  TALENTS
  Th e full HERO System 
  rules contain several 
  more Perks and Talents 
  that characters can buy:
  PERKS
  Access
  Anonymity
  Computer Link
  Deep Cover
  Favor
  Reputation
  Vehicles and Bases
  TALENTS
  Absolute Range Sense
  Combat Luck
  Lightning Reﬂ exes
  Simulate Death
  
  33 
  Sidekick ■ Chapter One
  LIGHTNING CALCULATOR
  Cost: 
  3 Character Points
  A character with Lightning Calculator has 
  the innate ability to perform mathematical opera-
  tions mentally with startling speed. Multiplying 
  four-digit numbers takes one Phase; calculating the 
  vector of an approach orbit with regard to relative 
  velocities, gravities, and rotation speeds takes a full 
  Turn; medium calculations take medium times.
  LIGHTSLEEP
  Cost: 
  3 Character Points
  A character with Lightsleep sleeps lightly, and 
  therefore is rarely surprised while asleep. Instead 
  of having to make a PER Roll at -6 to wake up if 
  something happens (like most characters), the 
  character only has to make a normal, unmodiﬁ ed 
  PER Roll.
  PERFECT PITCH
  Cost: 
  3 Character Points
  A character with Perfect Pitch can tell the 
  exact pitch of a musical tone by listening; no roll 
  is necessary. Perfect Pitch also adds a +1 to any 
  music-related Skill Roll.
  RESISTANCE
  Cost: 
  1 Character Point per +1 to EGO Roll
  Resistance represents a character’s ability to 
  resist the use of the Interrogation Skill. It costs 1 
  Character Point for each +1 to the character’s EGO 
  Roll for the purpose of resisting Interrogation.
  SPEED READING
  Cost: 
  4 Character Points
  Th is Talent allows a character to read books 
  and documents up to ten times faster than normal.
   
   UNIVERSAL TRANSLATOR 
  Cost: 
  20 Character Points for INT Roll, +1 to roll for 
   
  1 Character Point
  A character with Universal Translator can 
  understand any form of communication — from 
  verbal speech, to obscure body language, to writ-
  ten text — and communicate back in a crude 
  fashion. He must make an INT Roll; if success-
  ful he comprehends what’s being said or read. 
  Th e roll has negative modiﬁ ers (-1 to -3) if the 
  language he tries to understand is extremely dif-
  ferent from known forms of communication. 
  Conversely, if he tries to understand a language 
  similar to others he has already encountered, he 
  gets a bonus (+1 to +3) to his INT Roll. He can 
  improve this roll by spending more time, just like 
  a Skill Roll.
  ENVIRONMENTAL 
  MOVEMENT COSTS
  Cost 
  Type
  3 
  Aquatic Movement (no penalties while in 
   
  water)
  1 
  Icewalking (no penalties on ice, mud, or other 
   
  slippery surfaces)
  3 
  I Can Drunk Just As Good Fight! (no penal- 
   
  ties for intoxication)
  3 
  Supreme Balance (no penalties on narrow 
   
  surfaces)
  4 
  Zero-G Training (no penalties in zero gravity)
  PERKS AND TALENTS 
  SUMMARY TABLE
  Perk Name 
  Description
  Contact 
  Character knows someone who 
  sometimes helps him
  Follower 
  Character has a loyal servant or 
  helper
  Fringe Beneﬁ t 
  Character has some inﬂ uence or 
  authority based on his job or 
  position in society
  Money 
  Character is wealthier than normal
  Talent Name 
  Description
  Absolute Time Sense Character can gauge the passage 
  of time accurately
  Ambidexterity 
  Character doesn’t suﬀ er Oﬀ  Hand 
  penalties
  Bump Of Direction Character has an innate sense of 
  direction
  Combat Sense 
  Character can ﬁ ght eﬀ ectively in 
  HTH Combat even while blinded
  Danger Sense 
  Character has a special “sixth 
  sense” for danger
  Double Jointed 
  Character has unusually ﬂ exible 
  joints, giving him Skill bonuses
  Eidetic Memory 
  Character has a photographic  
  memory
  Environmental 
  Movement 
  Character can move and act
   
  without restriction in an
   
  unusual environment
  Lightning Calculator Character has an innate ability
   
  to perform mathematical cal- 
  culations rapidly
  Lightsleep 
  Character is rarely surprised while 
  asleep
  Perfect Pitch 
  Character can identify musical  
  pitch exactly
  Resistance 
  Character can withstand inter- 
  rogation better than normal
  Speed Reading 
  Character can read ten times  
  faster than normal
  Universal Translator Character can communicate  
  in any language
  
  34 ■ Character Creation
  Hero System 5th Edition
  POWERS
  P
  owers are, typically, abilities far beyond 
  those of mortal men — for example, ﬂ ying 
  or ﬁ ring energy bolts. Th ey represent the 
  superpowers of a superhero, the spells of a 
  sorcerer, or the abilities of an alien. You can also use 
  Powers to simulate a wide variety of abilities and 
  skills common to characters from many genres of 
  ﬁ ction, but which don’t ﬁ t the standard deﬁ nition 
  of “superpowers” (such as the ability to run faster 
  than most people or punch harder than normal).
  Equipment, particularly weapons, is oft en built 
  using Powers. For example, a sword is a Hand-To-
  Hand Killing Attack with the Focus Limitation.
  Th e rules for each Power deﬁ ne the basic 
  structure of an ability built with that Power. For 
  example, when a character buys an Energy Blast, 
  the rules tell you the amount of damage the attack 
  does, how to perform the Attack Roll, and the max-
  imum Range of the power.
  You can create most characters’ abilities by 
  purchasing the appropriate Power. However, if an 
  ability requires more than a Power by itself, you can 
  apply Advantages (page 62) and Limitations (page 
  67) to improve or restrict the Power.
  BUYING POWERS
  Characters purchase Powers by paying the 
  Character Point cost listed under each Power. Th ese 
  are the same Character Points used to buy Charac-
  teristics and Skills. Th e minimum cost for any Power, 
  even one with Limitations, is 1 Character Point. 
  SPECIAL EFFECTS
  One of the most important things to remem-
  ber when you use the HERO System, particularly 
  for creating superpowers, spells, and other abilities, 
  is the concept of special eﬀ ects.
  Th e HERO System explains Powers in game 
  terms:  a certain number of Character Points buys 
  so many dice of Energy Blast; a 20-point Force 
  Field always has 20 points of defense; and so forth. 
  But the Power descriptions don’t explain what 
  Powers look like, or what they’re made of. For 
  example, the text of Energy Blast just describes it as 
  a way to inﬂ ict damage at range. It doesn’t mention 
  whether the energy beam is made of ﬁ re, lightning, 
  magic, “pulson particles,” rubber bullets, plasma, 
  or something else. A Power’s descriptions simply 
  explains what it does in rules terms. It’s up to you to 
  provide the exact deﬁ nition for what the power is 
  and what it looks like — in other words, you decide 
  what its special eﬀ ect is.
  If you read through this book, you won’t ﬁ nd 
  any speciﬁ c rules for things like “ﬁ re blasts” or 
  “lightning bolts” or “magic.” Fire, lightning, and 
  magic are all special eﬀ ects, and the HERO System 
  rules let you pick the special eﬀ ect you want. So, 
  if you want your character to have the power to 
  project a lightning bolt, you might spend 40 Char-
  acter Points to buy him an Energy Blast 8d6, then 
  label that Energy Blast “Lightning Bolt.” Later on, if 
  you design a character who’s a ﬁ re elemental, you 
  might want him to have the power to shoot a blast 
  of ﬁ re at his enemies. You could spend 40 Charac-
  ter Points on an Energy Blast 8d6 and call it “Fire 
  Blast.” Both characters have an Energy Blast 8d6, 
  but for one character the special eﬀ ect is “lightning,” 
  while for the other the special eﬀ ect is “ﬁ re.”
  Th e sidebar on page 35 has a list of some 
  special eﬀ ects. But that’s just a few of the dozens 
  of possibilities. Th ere’s no “master list” of special 
  eﬀ ects because there are no restrictions on the con-
  cept other than your own imagination.
  THE EFFECT OF SPECIAL EFFECTS
  Th e special eﬀ ects of a Power deﬁ ne how it 
  works, what it looks like, and any other inciden-
  tal eﬀ ects associated with it. Sometimes a Power 
  receives minor beneﬁ ts and drawbacks because 
  of its special eﬀ ects. Th ese minor modiﬁ ers don’t 
  change the cost of the Power. However, if the spe-
  cial eﬀ ect provides a major beneﬁ t you have to 
  pay Character Points for that to buy an Advantage 
  (page 62). If the special eﬀ ect signiﬁ cantly restricts 
  an ability, you can save Character Points by taking 
  a Limitation (page 67) for it. In the HERO System, 
  you have to pay Character Points for things that 
  help your character, but you save points if some-
  thing hinders your character — in short, you get 
  what you pay for.
  For example, a character with Fire powers can 
  help keep his friends warm if they’re trapped in a 
  freezer. While the character could buy this (as Life 
  Support [Safe Environment: Intense Cold]), the 
  eﬀ ect is so minor the GM should allow him to do it 
  without paying Character Points for it — it’s just an 
  “indirect beneﬁ t” of his chosen special eﬀ ect. Only if 
  this eﬀ ect becomes useful in the game on a frequent 
  basis, or the character tries to exploit it in combat, 
  should the GM make him pay points for it (or make 
  him use his Power Skill, if he has it, to achieve the 
  desired eﬀ ect). Once the beneﬁ ts or drawbacks of 
  the Power become signiﬁ cant, the cost of the Power 
  should reﬂ ect them.
  Another example of a special eﬀ ect is Flight, 
  deﬁ ned as a spell which leaves a glowing trail of light 
  as the character ﬂ ies through the air. Th e trail helps 
  the character because it shows his friends where 
  he’s gone. However, it hinders him because his ene-
  CAUTION SIGNS 
  AND STOP SIGNS
  Each Power’s point 
  cost serves to bal-
  ance it against the 
  other Powers. But 
  some Powers may be 
  extremely effective in 
  certain circumstances. 
  They’re marked with
  a 
  Additionally, some 
  Powers can alter a GM’s 
  storyline substantially. 
  Th ese are marked with 
  a 
  . Th e GM should 
  carefully consider the 
  impact of these Powers 
  before permitting them 
  in a scenario.
  POWER VERSUS 
  POWER
  As you read this sec-
  tion, keep in mind the 
  distinction between a 
  Power (capital P) and a 
  power (lower-case p). A 
  Power is a game element 
  listed in this section 
  of the book, such as 
  Desolidiﬁ cation, Energy 
  Blast, or Force Field. 
  A power is an ability a 
  character possesses, usu-
  ally a superhuman one 
  such as a villain’s super-
  power or a wizard’s spell. 
  You use Powers to build 
  powers.
  
  35 
  Sidekick ■ Chapter One
  mies can follow it, too. Th ese eﬀ ects balance out, so 
  the character does not modify the cost of his Flight. 
  However, suppose part of the special eﬀ ect of the 
  character’s powers is that he’s made of energy, so 
  he can power his Flight without any eﬀ ort. In game 
  terms, that means it costs no END. Th at’s a signiﬁ -
  cant beneﬁ t, so he has to pay Character Points for it 
  by buying the Advantage Reduced Endurance.
  Oft en, a speciﬁ c set of special eﬀ ects provides 
  inspiration for the design for a PC or NPC. A char-
  acter who glides through the air with a 
  parawing diﬀ ers from a character who glides by 
  making himself lighter than air, even though both 
  buy the Power Gliding. Extra Running bought 
  through a skateboard has some inherent Limitations 
  and Advantages which simple sprinting wouldn’t 
  have to deal with (a skateboard doesn’t work well 
  oﬀ road, but gets velocity bonuses going downhill).  
  Th e better you know your character’s special eﬀ ects, 
  the more fun you’ll have with the character.
  REASONING FROM SPECIAL EFFECTS
  Most roleplaying games don’t work the way the 
  HERO System does. Instead of letting you choose 
  the special eﬀ ects of a power and create the power 
  the way you want, they give you a list of powers 
  and abilities, and you have to pick from what they 
  oﬀ er. For example, in some games you might ﬁ nd 
  “Lightning Bolt” and “Fire Shield” listed among the 
  powers you can choose from. You won’t ﬁ nd that 
  in the HERO System; instead, you’ll ﬁ nd generic 
  Powers like Energy Blast and Force Field from 
  which you could create your own “lightning bolt” or 
  “ﬁ re shield.”
  Th is has important ramiﬁ cations for how you 
  create your character and his abilities. To get the 
  most enjoyment out of the HERO System — to take 
  advantage of the enormous creative freedom it 
  oﬀ ers you — you have to reason from special eﬀ ects. 
  In other words, you have to do three things:
  1. Decide what sort of power you want to create by 
  choosing the power’s special effect.
  At this step, don’t think about the rules. 
  Instead, focus on what you want the power to be 
  and to do:  “I want my character to have weather 
  control powers”; “I want my character to have the 
  power to ﬁ re laser bolts from his eyes.”
  2. Once you’ve chosen a special effect for a power, 
  decide what game effect you want that power to 
  have. 
  Th ink about what you expect the character to 
  do with the power in the game. Does he use it to 
  hurt people? To move around the battleﬁ eld? To 
  make another character tired and weak? To protect 
  himself from energy attacks?
  At this step, you need to think in rules terms. 
  Remember, the HERO System rules are “generic.” 
  You won’t ﬁ nd a rule or a Power called “laser bolts.” 
  You have to think about what a laser bolt power 
  does generically:  it causes damage to people and 
  objects. What types of powers in the HERO System 
  cause damage? Th e Attack Powers. Th erefore you 
  want to use the rules for one of the Attack Powers 
  to create a laser bolt power.
  3.  Last but not least, you have to put 1 and 2 
  together, combining your power idea with your 
  knowledge of the rules to build the power you want. 
  All you have to do is decide which Power 
  (and possibly which Advantages and Limitations) 
  works best for the eﬀ ect you have in mind. Th ink 
  of the HERO System rules as a set of building 
  blocks, then choose the right ones to build what 
  you have in mind.
  Th is may sound a little complicated, but it’s 
  really pretty simple. Th e more you do it, the easier it 
  becomes. Here are a couple of examples:
  Weather Powers
  Suppose you want to create a character who 
  can control the weather and generate various 
  weather-based eﬀ ects. As with any HERO System 
  ability, think about the idea for a minute. You’ve 
  done the ﬁ rst step — you’ve decided on a special 
  eﬀ ect, “weather control.” But there’s no Power in the 
  book called “Weather Control.” You have to build 
  your character’s weather control powers yourself.
  So, you proceed to the second step and decide 
  what weather control can do for your character in 
  game terms. In other words, what game eﬀ ect does 
  “weather control” have?
  First, there’s the simple eﬀ ect of “changing the 
  weather.” Looking through the Powers, you decide 
  Change Environment seems like the best way to 
  alter the local weather — and you’re right, that’s 
  one of the classic uses of that Power. So you buy 
  some Change Environment deﬁ ned as “changing 
  the weather.” For the basic combat eﬀ ect which 
  comes with the power, you choose -1 to PER Rolls 
  — blinding rain, snow, fog, or distorting heat waves, 
  things like that.
  But you have some other weather-based 
  eﬀ ects in mind, too. Change Environment just 
  lets you alter the local weather; it doesn’t let you 
  blast people with lightning bolts or use the wind 
  to ﬂ y. So you’ve got some more powers to build. 
  You decide you want three more powers:  the abil-
  ity to project lightning bolts; the ability to create 
  intensely cold mini-blizzards; and the power to ﬂ y 
  on the wind.
  Step two recommends that you determine a 
  power’s game eﬀ ect and use that to tell you how to 
  build a power. For the Lightning Bolt, the power’s 
  game eﬀ ect is “it causes electrical damage at range.” 
  Th at deﬁ nitely sounds like an Attack Power (page 
  38) of some sort. Aft er you look through the list of 
  Attack Powers, you decide either Energy Blast and 
  Ranged Killing Attack would work for your Light-
  ning Bolt. You choose Energy Blast.
  For the mini-blizzard, once again the eﬀ ect of 
  the power is to hurt people — by freezing them so 
  quickly, you can make them pass out. Only people 
  who can keep themselves warm somehow can resist 
  the attack. Once again an Attack Power is in order, 
  but none of the basic Powers seems quite right. You 
  decide to look at the Advantages to see if you can 
  use one of them to make the power work in game 
  terms like you envision. Sure enough, there’s an 
  Advantage called No Normal Defense. By applying 
  that to Energy Blast, you can create a mini-bliz-
  SPECIAL EFFECTS:  
  A SAMPLE LIST
  Acid
  Air/Wind
  Animal Powers
  Athletic Prowess
  Body Control
  Ch’i Manipulation
  Cosmic Energy
  Cyberkinesis
  Darkness
  Density Alteration
  Dimensional Manipula-
  tion
  Earth/Stone
  Electricity
  Emotion Control
  Energy Control 
  Fire/Heat
  Force Manipulation
  Gadgets
  Gravity
  Hypersenses
  Ice/Cold
  Illusions
  Kinetic Energy
  Light
  Luck
  Magic
  Magnetism
  Martial Arts
  Matter Manipulation
  Mental/Psionic
  Precognition
  Radiation
  Shape Alteration
  Size Alteration
  Sleep/Dreams
  Solar/Celestial
  Sonic
  Speedster Powers
  Strength/Toughness 
  Powers
  Stretching Powers
  Super-Skills
  Technology
  Telekinetic
  Teleportation
  Time
  Training, Advanced
  Vibration
  Water
  Weapon
  Weather
  Wood/Plant
  
  36 ■ Character Creation
  Hero System 5th Edition
  zard that knocks out anyone who doesn’t have ﬁ re 
  powers or the Power Life Support (Safe Environ-
  ment:  Intense Cold).
  For ﬂ ying on the wind, the game eﬀ ect is obvi-
  ous:  you can move quickly through the air. Moving 
  around means a Movement Power is involved. Th e 
  list of Movement Powers makes it obvious which 
  one you need:  Flight. All you have to decide is how 
  many inches of Flight you want to buy.
  Laser Bolt Eyes
  Th is concept is a little easier. “Weather Con-
  trol” is a broad special eﬀ ect with lots of possible 
  uses, but being able to shoot laser beams from your 
  eyes is simple and straightforward.
  Once again, the step two analysis tells you 
  exactly what you want:  this power causes damage 
  to people and objects at range. But it’s a little better 
  than most attack powers; lasers can cut through 
  targets easily. Being “better than most” suggests the 
  power has an Advantage.
  Choosing the basic power isn’t too diﬃ  cult. It’s 
  deﬁ nitely an Attack Power, and once again it comes 
  down to a choice between Energy Blast and Ranged 
  Killing Attack. Since lasers are supposed to be 
  pretty deadly, you choose RKA. To make the laser 
  cut through targets more easily than normal, you 
  apply the Advantage Armor Piercing. Voila! — in 
  just a few seconds you’ve got a laser bolt power 
  that’s just the way you want it.
  GENERAL RULES
  Th e text fully describes each Power, including 
  examples. For easy reference, each Power’s descrip-
  tion includes: the Power’s category(ies), duration, 
  Range (if applicable), END cost, cost in Character 
  Points, special rules, and any other important facts.
  POWER CATEGORY
  Th e HERO System groups Powers into 11 cat-
  egories, based on how they’re used or special rules 
  that apply to them. See Power Categories, below, for 
  more information.
  DURATION
  Th e HERO System classiﬁ es all Powers as 
  Instant, Constant, or Persistent. You can change a 
  Power’s duration with an Advantage or Limitation.
  Instant:  An Instant Power lasts just long enough 
  for the character using it to make an Attack Roll. 
  Examples include Energy Blast and Flash. Although 
  an Instant Power lasts for just a second (at most), 
  its eﬀ ects may linger; the damage from an Energy 
  Blast could last for minutes, or even days.
  Constant:  A character can maintain a Constant 
  Power over time. Once a character has turned a 
  Constant Power on, all he has to do is spend END 
  each Phase to keep it activated, and it remains in 
  eﬀ ect. Constant Powers include Force Field, Flight, 
  and Invisibility. A character doesn’t have to make 
  a new Attack Roll or use a Half Phase Action to 
  maintain a Constant Power; once he’s set it up, he 
  can perform other Actions freely.
  If a Constant Power works against a target, the 
  character must make an Attack Roll on the Phase 
  he activates the Power. If he succeeds, the target 
  takes the damage (or is aﬀ ected by the Power) nor-
  mally in the Phase when the attack occurred, and 
  on every one of the character’s Phases (on the char-
  acter’s DEX) thereaft er until the Power turns oﬀ .
  If a Constant Power aﬀ ects an area, the Power 
  remains in eﬀ ect in the Segments between the 
  attacker’s Phases. Any target who enters the area 
  takes damage or is aﬀ ected in the Segment he 
  enters and every time the attacker’s Phase occurs 
  while he remains within the area.
  If a character loses Line Of Sight to the 
  target/location of a Constant Power, stops paying 
  END for it, or is Stunned or Knocked Out, it turns 
  oﬀ  at the end of the Segment.
  Persistent:  A Persistent Power stays activated unless 
  the character deliberately turns it oﬀ  — it even 
  remains active if he’s Knocked Out or goes to sleep. 
  It’s presumed to be active at all times unless the char-
  acter indicates otherwise. Persistent Powers include 
  Mental Defense, Armor, and Enhanced Senses.
  RANGE
  Many Powers work at Range. Typically the 
  Range of a Power equals 5” times the Active Points 
  in the Power. For example, an Energy Blast 10d6 
  (50 Active Points) has a Range of 250”; an Energy 
  Blast 10d6, Armor Piercing (75 Active Points) has a 
  Range of 375”. Mental Powers have a Range deﬁ ned 
  as “Line Of Sight”; see page 39.
  Some Powers have “No Range.”  Th is means 
  they can only aﬀ ect targets within HTH Combat 
  range — in the same hex as the character, or an 
  adjacent hex. “Self Only” Powers only work on/for 
  the character who possesses them.
  ENDURANCE
  Most Powers cost Endurance (END) to use. 
  Every Phase such a Power is turned on, it costs 
  the character 1 END for every 10 Active Points of 
  Power used. If a character is Stunned or Knocked 
  Out, these Powers stop working at the end of the 
  Segment. Powers cost END even if the character’s 
  attack misses or the Power fails to aﬀ ect the target 
  — just activating them incurs the END cost.
  You can change the END cost of a Power with 
  the Advantage Reduced Endurance (page 65) or the 
  Limitation Increased Endurance Cost (page 69).
  Visibility
  If a Power costs END to use, then when a 
  character activates or uses that Power, other char-
  acters can see it, hear it, and perceive it with any 
  other appropriate senses. Th e player decides what 
  the Power looks like (see Special Eﬀ ects, above), but 
  it must be obvious a Power is being used and where 
  it comes from.
  If a Power inherently does not cost END to use 
  (such as Armor or Power Defense), other characters 
  cannot see or otherwise perceive the Power when 
  it’s in use, unless some Limitation (such as Focus 
  [page 69] or Visible [page 71]) changes the Power 
  so they can.
  POWER CREATION 
  CHECKLIST
  For easy reference, here 
  are the steps in building 
  a power or ability using 
  Powers.
  1.  Choose the Power that 
  best represents the ability 
  you want your character 
  to have.
  2.  Spend the amount 
  of Character Points 
  indicated in the Power’s 
  description to buy as 
  much of the Power as 
  you want your character 
  to have.
  3.  Spend the indicated 
  amount of Character 
  Points to buy any “Adders” 
  (such as the ability to 
  increase a Movement 
  Power’s rate of Noncom-
  bat Movement) that you 
  want the power to have.
  4.  Apply any Advantages 
  (page 62) you want the 
  power to have to make 
  it better (and thus more 
  expensive). To determine 
  how much an Advantage 
  or Advantages increase 
  the cost of a power, use 
  this formula:  (1 + (total 
  value of Advantages)) x 
  Character Points already 
  spent on the power. Th e 
  result of the formula is the 
  Active Points in the power.
  5.  Apply any Limitations 
  (page 67) you want the 
  power to have to make 
  less useful or eﬀ ective 
  (but also cheaper). To 
  determine how much a 
  Limitation or Limitations 
  decrease the cost of a 
  power, use this formula:  
  Active Cost of the power 
  divided by (1 + (total 
  value of Limitations)). 
  Th e result of the formula 
  is the Real Points in the 
  power — in other words, 
  the amount of Character 
  Points the character actu-
  ally spends to buy it.
  Adders, Advantages, 
  and Limitations are all 
  optional — you don’t have 
  to include any as part of 
  the power you build if 
  you don’t want them.
  
  37 
  Sidekick ■ Chapter One
  Removing END
  To simplify a HERO System game, the GM may 
  want to ignore END altogether. It speeds up the 
  game and reduces bookkeeping if the players don’t 
  have to track END costs for powers and Actions.
  USING POWERS
  As a general rule, a character may use as many 
  Powers as he wants to in the same Phase, provided 
  he (a) has the time to activate all of them, and (b) 
  can aﬀ ord to pay END for all of them. For example, 
  a character could use Flight while operating his 
  Force Field and ﬁ ring an Energy Blast at a target.
  Activating or “turning on” a Power is a Zero-
  Phase Action; so is turning a Power oﬀ .
  POWER CATEGORIES
  Th e HERO System organizes Powers into eleven 
  categories: Adjustment Powers, Attack Powers, Body-
  Aﬀ ecting Powers, Defense Powers, Mental Powers, 
  Movement Powers, Sense-Aﬀ ecting Powers, Sensory 
  Powers, Size Powers, Special Powers, and Standard 
  Powers. Each category of Powers has certain special 
  rules which apply to all Powers in that category. 
  Some Powers belong to multiple categories, since 
  some categories are functional, while others depend 
  primarily on game rules.
  Adjustment Powers
  Adjustment Powers temporarily add to or sub-
  tract from the value of a character’s Characteristics 
  or Powers. Th e Adjustment Powers are:
  ■ 
  Aid
  ■ 
  Drain
  ■ 
  Healing
  ■ 
  Suppress
  ■ 
  Transfer
  BUYING ADJUSTMENT POWERS
  Th e costs for the various Adjustment Powers 
  are listed in their descriptions. You deﬁ ne which 
  Characteristic or Power an Adjustment Power 
  aﬀ ects when you buy it. For example, you could 
  buy an Aid STR (to increase your Strength) or Sup-
  press Energy Blast (to reduce the eﬀ ectiveness of an 
  enemy’s Energy Blast).
  Adjusting Multiple Characteristics Or Powers:  
  Variable Eﬀ ect
  Sometimes you want an Adjustment Power 
  to aﬀ ect more than one Characteristic or Power at 
  once. For this, you need an Advantage called Vari-
  able Eﬀ ect, which has four diﬀ erent applications. 
  (See page 62 regarding Advantages in general.)
  For a +¼ Advantage, you can apply an Adjust-
  ment Power to any Characteristic or Power within a 
  related group of special eﬀ ects, one Power at a time. 
  For example, you could have a Drain that works 
  against any one ﬁ re-based Power. When attacking 
  a target with more than one ﬁ re-based Power, you 
  decide which ﬁ re-based Power to Drain each time 
  you use the Drain. One Phase you might Drain the 
  target’s Fire Bolt (Energy Blast), and the next Phase 
  his Fireball (Ranged Killing Attack, Explosion), Fire 
  Shield (Force Field), or Fiery Wings (Flight).
  For a +½ Advantage, you can apply an Adjust-
  ment Power to any two Characteristics or Powers 
  with related special eﬀ ects simultaneously. For 
  example, you could Drain his Fire Bolt and Fireball 
  both at the same time.
  For a +1 Advantage, you can apply an Adjust-
  ment Power to any four Characteristics or Powers 
  with related special eﬀ ects simultaneously. For 
  example, you could Drain all four of the Fire 
  powers listed above at the same time.
  For a +2 Advantage, you can apply an Adjust-
  ment Power to all Characteristics and Powers with 
  related special eﬀ ects simultaneously.
  USING ADJUSTMENT POWERS
  When you use an Adjustment Power, roll the 
  dice and add up the total. Th e total indicates the 
  number of Character Points added to (or subtracted 
  from) the target Characteristic or Power. Since 
  you’re adding Character Points, you have to pay the 
  same cost as you would if you were buying the abil-
  ity directly.
  For example, suppose you have a Drain DEX 
  3d6 and you hit an enemy with it. You roll 13 on the 
  dice. Th at doesn’t mean the enemy loses 13 points 
  of DEX, because you’re Draining the Character 
  Points. Since DEX costs 3 Character Points per 
  point, a 13-point Drain removes 4 points of DEX (4 
  points at 3 Character Points each = 12 points; the 
  remaining point of eﬀ ect does nothing).
  If you use an Adjustment Power to aﬀ ect a 
  Primary Characteristic, it has no eﬀ ect on any Fig-
  ured Characteristics. For example, the Drain DEX 
  described above doesn’t lower the target’s SPD at 
  all, no matter how many points of DEX it Drains.
  WHAT POWERS DO
  Here’s a quick list of the primary Power categories and 
  what the Powers in them allow a character to do, to help 
  you when conceptualizing an ability.
  Power Category 
  What These Powers Do
  Adjustment Powers 
  Raise or lower the power of  
  Characteristics or Powers
  Attack Powers 
  Hurt or hinder another 
   character
  Body-Aﬀ ecting Powers 
  Alter or improve the 
   character’s body
  Defense Powers 
  Protect the character
  Mental Powers 
  Attack or aﬀ ect another 
   character mentally
  Movement Powers 
  Move the character
  Sense-Aﬀ ecting Powers 
  Blind or fool another 
   character’s senses
  Sensory Powers 
  Improve the character’s 
  senses
  Size Powers 
  Increases or decreases a   
   character’s size
  
  38 ■ Character Creation
  Hero System 5th Edition
  Maximum Eﬀ ect
  Aid and Transfer have a deﬁ ned maximum 
  eﬀ ect. Th ey can adjust a maximum amount of 
  points equal to the maximum amount you can roll 
  on the dice  — for example, Aid STR 2d6 could add 
  a maximum of 12 Character Points to a character’s 
  STR. A character may achieve this maximum with 
  one or more rolls. For example, that Aid 2d6 could 
  roll 8 points of eﬀ ect one time, and 7 points of 
  eﬀ ect the next, but it only adds 12 points to STR 
  (even though the two rolls total 15). Th e “left  over” 
  3 points from the second roll don’t aﬀ ect the char-
  acter at all.
  Regaining Lost Points; Losing Gained Points
  Th e Character Points gained from an Adjust-
  ment Power like Aid fade at the rate of 5 Character 
  Points per Turn. (Th is does not apply to Healing; 
  the points it adds are permanent, because they only 
  heal damage.)
  Similarly, the points removed from a character 
  with an Adjustment Power like Drain return to the 
  victim at the rate of 5 Character Points per Turn.
  In both cases, the points fade/return at the end 
  of Segment 12, when the character takes his Post-
  Segment 12 Recovery (see page 100).
  Example:  Kasdrevan the Sorcerer uses his Phase 
  in Segment 5 to apply an Aid STR 3d6 to one of 
  his gargoyle servants. He rolls 12 on the dice, so 
  he adds 12 points of STR to the gargoyle. In the 
  next Post-Segment 12 period, 5 of those points 
  fade; aft er that the gargoyle only has +7 STR.
  If you want to delay the rate at which points 
  fade/return, you can apply a special Advantage, 
  Delayed Return Rate. For each +¼ Advantage you 
  apply, the fade/return rate takes one step down the 
  Time Chart (page 22) below 1 Turn. For example, 
  if you pay the Character Points for Delayed Return 
  Rate (+¼) for an Aid STR 3d6, the points added to 
  STR fade at the rate of 5 per 1 Minute. If you pay 
  for Delayed Return Rate (+¾), they fade at the rate 
  of 5 per 20 Minutes.
  Defense Powers
  When a character applies an Adjustment 
  Power to PD, ED, or any Defense Power, the eﬀ ect 
  of the roll is halved. For example, a roll of 12 on an 
  Aid PD 3d6 only adds 6 points to PD.
  Attack Powers
  Attack Powers are Powers characters primar-
  ily use in an oﬀ ensive manner in combat to hurt or 
  hinder an opponent. Th e Attack Powers are:
  ■ 
  Characteristics (STR only)
  ■ 
  Darkness
  ■ 
  Dispel
  ■ 
  Drain
  ■ 
  Ego Attack
  ■ 
  Energy Blast (EB)
  ■ 
  Entangle
  ■ 
  Flash
  ■ 
  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 eﬀ ects of the power 
  — how much damage it does or the like. See the rules 
  under each Attack Power’s description for speciﬁ cs.
  
  39 
  Sidekick ■ Chapter One
  Body-Affecting Powers
  Body-Aﬀ ecting Powers alter a character’s 
  physical form or nature in some way. Th ey may 
  change a character’s shape (Multiform, Stretching), 
  size (Growth, Shrinking), or other properties (Den-
  sity Increase). Th e Body-Aﬀ ecting Powers are:
  ■ 
  Density Increase
  ■ 
  Desolidiﬁ cation
  ■ 
  Extra Limbs
  ■ 
  Growth
  ■ 
  Multiform
  ■ 
  Shrinking
  ■ 
  Stretching
  No special rules apply to buying or using 
  Body-Aﬀ ecting Powers in general. See each Power’s 
  description for speciﬁ cs.
  Defense Powers
  Defense Powers protect the character from 
  damage or harm in some way. Th e Defense Powers 
  are:
  ■ 
  Armor
  ■ 
  Characteristics (PD and ED only)
  ■ 
  Damage Resistance
  ■ 
  Flash Defense
  ■ 
  Force Field
  ■ 
  Force Wall
  ■ 
  Mental Defense
  ■ 
  Power Defense
  Characters sometimes buy Defense Powers 
  with a special Advantage, Hardened (+¼). Th is 
  Advantage counteracts the eﬀ ects of the Advan-
  tages Armor Piercing and Penetrating.  Attacks with 
  these Advantages apply against Hardened Defenses 
  as if they were normal, un-Advantaged attacks.
  Similarly, some Defense Powers take a Limita-
  tion, Only Works Against Limited Type Of Attack, 
  because they only protect against certain types of 
  attacks. If a Defense Power only applies against 
  a Limited type of attack (such as Fire or Sonic 
  attacks), the Limitation is worth -½. If it only pro-
  tects against a Very Limited class of attacks or type 
  of damage (such as Magical Fire attacks or Sonic 
  Killing Attacks), the Limitation is worth -1.
  Mental Powers
  Mental Powers deﬁ ne a character’s mental, 
  rather than physical, abilities. Th ey directly aﬀ ect 
  the target’s mind, ignoring conventional defenses. 
  Th e Mental Powers are:
  ■ 
  Ego Attack
  ■ 
  Mental Illusions
  ■ 
  Mind Control
  ■ 
  Mind Link
  ■ 
  Mind Scan
  ■ 
  Telepathy
  A character who buys any of these Powers 
  receives the Enhanced Sense Mental Awareness 
  (page 48) for free.
  BUYING MENTAL POWERS
  Th e costs for the various Mental Powers are 
  listed in their descriptions. However, some special 
  Limitations sometimes apply to them.
  First, if a Mental Power always has a speciﬁ c 
  eﬀ ect — such as Mind Control that can only make 
  targets angry, or Mental Illusions that can only 
  show a target his greatest fear — then it takes the 
  Limitation Set Eﬀ ect, worth -½ or -1 (depending on 
  how restrictive the speciﬁ c eﬀ ect is).
  Second, you can use the HERO System’s 
  Mental Powers to create some drugs or other physi-
  cal eﬀ ects by applying the Limitation Based On 
  CON (-1). Th is means the Mental Power aﬀ ects the 
  target through his CON instead of his EGO. Th e 
  power also has a standard range (5” x Active Points) 
  instead of Line Of Sight, uses an OCV-based Attack 
  Roll instead of an ECV Attack Roll, is visible, and 
  does not provide Mental Awareness.
  USING MENTAL POWERS
  Characters target Mental Powers with EGO 
  Combat Value (ECV), using an ECV Attack Roll:
  ECV Attack Roll = 
  11 + Attacker’s ECV - Defender’s ECV
  Th e character must roll equal to or less than this 
  number on 3d6 to hit a target with a Mental Power. A 
  sleeping or unconscious mind has an ECV of 0.
  All Mental Powers are invisible to characters 
  who do not themselves have a Mental Power or 
  Mental Awareness. However, the target of a mental 
  attack can sense the source of the attack and knows 
  what Power he’s been attacked with (though with 
  Mental Illusions, he only realizes it aft er he breaks 
  free from the illusion).
  Line Of Sight
  Mental Powers use special rules for Range. 
  Instead of having a normal Range (5” x Active 
  Points), they have a Line Of Sight Range (“LOS”). 
  Th is means the character can use them on anyone 
  he can see with the naked eye, and the Range Mod-
  iﬁ er does not apply to his attack.
  If a Mental Power has a continuing eﬀ ect (such 
  as Mind Control and Mental Illusions), the charac-
  ter only needs LOS to attack the target. Aft er that, 
  he does not need LOS to maintain the power.
  
  40 ■ Character Creation
  Hero System 5th Edition
  Eﬀ ect Rolls
  Once a character makes a successful ECV 
  Attack Roll, he makes an Eﬀ ect Roll using the dice 
  he bought for the Power (Mind Link, which doesn’t 
  involve dice, doesn’t require an Eﬀ ect Roll).
  For Ego Attacks, the total rolled on the Eﬀ ect 
  Roll minus the target’s Mental Defense equals the 
  STUN damage inﬂ icted on the target.
  For continuing-eﬀ ect Mental Powers — Mental 
  Illusions, Mind Control, Mind Scan, and Telepathy 
  — the attacker declares the eﬀ ect he wants to cause 
  (such as “I want to make him cluck like a chicken” 
  or “I want to pinpoint his mind precisely enough to 
  attack him with my Ego Attack”). Th en he makes 
  his Eﬀ ect Roll. Th e GM compares the roll, minus 
  the target’s Mental Defense, to the target’s EGO on 
  the Eﬀ ects Table for each Power. If the Eﬀ ect Roll 
  equals or exceeds the target’s EGO plus a modiﬁ er 
  based on the desired eﬀ ect, the attack succeeds. If it 
  is less than the target’s EGO plus the modiﬁ er, the 
  attack fails and has no eﬀ ect.
  Resisting And Breaking Free From Mental 
  Powers
  If a character successfully uses Mental Illu-
  sions, Mind Control, Mind Scan, or Telepathy on 
  someone, the target gets a chance to break free 
  from the attack with a modiﬁ ed EGO Roll called 
  a Breakout Roll. Breakout Rolls are subconscious; 
  making one takes no time.
  A character makes his ﬁ rst Breakout Roll on 
  his next Phase aft er being successfully attacked 
  with a Mental Power. Th is occurs before he takes 
  any actions or has to react to the Mental Power. 
  Th us, a character always gets at least one Breakout 
  Roll before he suﬀ ers the eﬀ ects of a Mental Power.
  A character’s Breakout Roll is his EGO Roll 
  (9 + (EGO/5)). Th e Breakout Roll suﬀ ers a penalty 
  of -1 for every 5 points rolled over the minimum 
  needed to achieve the desired level of eﬀ ect on the 
  Eﬀ ects Table. For example, if a mentalist tries to 
  achieve an EGO+20 eﬀ ect and rolls EGO+30 for his 
  Eﬀ ect Roll, the Breakout Roll is at -2.
  Aft er the initial attempt to break free, the 
  victim can re-attempt the modiﬁ ed EGO Roll at 
  +1 for each step on the Time Chart (page 22). Th e 
  character thus gets to roll at +1 aft er one Turn has 
  passed, +2 aft er one Minute has passed, and so 
  forth. Th is means continuing-eﬀ ect Mental Powers 
  get weaker over time until the victim breaks free.
  Th e Duration Of Mental Powers
  Ego Attack, Mental Illusions, Mind Control, 
  and Telepathy are Instant Powers. When a character 
  attacks someone with one, he pays END for it when 
  he makes the attack. He doesn’t have to pay END 
  for it aft er that, even if its eﬀ ects last for a long time.
  If a character wants to change a Mental Illu-
  sion, give a new order with Mind Control, or com-
  municate on a diﬀ erent Telepathic level, he must 
  make a new ECV Attack Roll and pay END for the 
  power again. If he hits, he makes a new Eﬀ ect Roll 
  based on the new eﬀ ect he desires. If the Eﬀ ect Roll 
  succeeds, he makes the change he wanted; if it fails 
  the target automatically breaks free from the eﬀ ect 
  of the Power.
  Mind Scan works a little diﬀ erently. Charac-
  ters only pay END for it when they attack with it, 
  as described above. However, if something cuts oﬀ  
  the Mind Scan — such as if it’s in a Multipower 
  (page 72) and the character switches to a diﬀ er-
  ent slot — it stops working. Th e character has to 
  go through the whole process of activating it and 
  attacking with it all over again.
  Movement Powers
  Movement Powers allow a character to move 
  from place to place. Some are extensions of exist-
  ing abilities, like Running or Swimming; others 
  are completely new modes of movement, such as 
  Teleportation or FTL Travel. Th e Movement Powers 
  are:
  ■ 
  Extra-Dimensional Movement
  ■ 
  Faster-Th an-Light (FTL) Travel
  ■ 
  Flight
  ■ 
  Gliding
  ■ 
  Leaping
  ■ 
  Running
  ■ 
  Swimming
  ■ 
  Swinging
  ■ 
  Teleportation
  ■ 
  Tunneling
  BUYING MOVEMENT POWERS
  All characters begin the game with 6” Run-
  ning, 2” Swimming, and a running Leap of 1” per 
  5 STR. Th e costs for additional Running, Swim-
  ming, or Leaping, as well as the cost for more exotic 
  Movement Powers, are listed in the individual 
  Power descriptions.
  USING MOVEMENT POWERS
  All Movement Powers except Extra-Dimen-
  sional Movement and FTL Travel have a Noncom-
  bat velocity mode. When moving at Noncombat 
  speeds, a character moves twice as fast — in other 
  words, he moves two times as many inches as he 
  has in the power. However, this speed comes at 
  a price:  the character is at ½ DCV and 0 OCV. 
  Moving at Noncombat velocity does not change a a 
  Movement Power’s END cost.
  A character can improve his Noncombat 
  velocity. For every +5 Character Points he spends 
  on a Movement Power, he doubles his Noncombat 
  velocity (to x4 for +5 points, x8 for +10 points, and 
  so forth).
  Accelerating And Decelerating
  A character can’t instantly go from standing 
  still to moving at full speed, or vice-versa. He has 
  to accelerate or decelerate at the rate of 5” per hex. 
  Th us, a character moving with Flight 20” needs 4” 
  of room to come to a complete stop, or to get up to 
  a full speed of 20” from standing still.
  Accelerating or decelerating is a Zero-Phase 
  Action, but characters can do it only once per 
  Phase. A character can also Abort (page 89) to 
  decelerate if necessary.
  HERO SYSTEM 
  POWERS
  Th e full HERO System 
  rules contain several 
  more Powers that char-
  acters can buy:
  Absorption, the power 
  to absorb incoming 
  attacks and use them to 
  enhance the power of 
  one’s own Characteris-
  tics or Powers
  Damage Reduction, a 
  Defense Power that 
  reduces damage sus-
  tained by a percentage
  Duplication, the ability to 
  split into two (or more) 
  characters
  Endurance Reserve, the 
  ability to set up a sepa-
  rate pool of END and 
  REC to fuel powers
  Find Weakness, the abil-
  ity to reduce a target’s 
  defenses by detecting 
  weaknesses in them
  Lack Of Weakness, the 
  ability to resist Find 
  Weakness
  Missile Deﬂ ection & 
  Reﬂ ection, the ability to 
  avoid certain attacks, 
  and even to reﬂ ect them 
  back at the attacker (or 
  others)
  Shape Shift, a distinct 
  shape-changing power 
  rather than an option 
  for Multiform (see page 
  58)
  Summon, the ability to 
  summon or create other 
  beings, most oft en used 
  in Fantasy Hero games
  
  41 
  Sidekick ■ Chapter One
  Sense-Affecting Powers
  Sense-Aﬀ ecting Powers are Powers that limit, 
  hinder, or trick a character’s Senses. Th e Sense-
  Aﬀ ecting Powers are:
  ■ 
  Darkness
  ■ 
  Flash
  ■ 
  Images
  ■ 
  Invisibility
  Refer to Enhanced Senses (page 48) and Senses 
  And Perception (page 86) for more information on 
  Senses.
  BUYING SENSEAFFECTING POWERS
  Th e cost for various Sense-Aﬀ ecting Powers 
  are listed in the individual Power descriptions. Th ey 
  have diﬀ erent costs depending on whether they aﬀ ect 
  Targeting or Nontargeting Sense Groups. Targeting 
  refers to the Sight Group. All other Sense Groups are 
  Nontargeting (meaning a character cannot normally 
  use them to acquire a target in combat).
  Sensory Powers
  Sensory Powers heighten or improve a charac-
  ter’s Senses, or provide him with Senses most char-
  acters lack. Th e Sensory Powers are:
  ■ 
  Clairsentience
  ■ 
  Enhanced Senses
  ■ 
  Mind Scan
  Th e cost for various Sensory Powers are listed 
  in the individual Power descriptions.
  Size Powers
  Size Powers enable a character to change his 
  size. Th e Size Powers are:
  ■ 
  Growth
  ■ 
  Shrinking
  See the descriptions of those Powers for costs, 
  and for information on the eﬀ ects of being taller or 
  shorter than normal.
  Special Powers
  Special Powers are Powers that characters 
  cannot put in Elemental Controls or Multipowers 
  unless the GM speciﬁ cally permits them to. Th e 
  Special Powers are:
  ■ 
  Enhanced Senses
  ■ 
  Extra Limbs
  ■ 
  Flash Defense
  ■ 
  Luck
  ■ 
  Mental Defense
  ■ 
  Mind Link
  ■ 
  Power Defense
  ■ 
  Skills
  Standard Powers
  “Standard Powers” is a catch-all designation 
  for any Power that’s not an Adjustment, Mental, 
  Movement, Size, or Special Power. Th e Standard 
  Powers are:
  ■ 
  Armor
  ■ 
  Characteristics
  ■ 
  Clairsentience
  ■ 
  Clinging
  ■ 
  Change Environment
  ■ 
  Damage Resistance
  ■ 
  Darkness
  ■ 
  Density Increase
  ■ 
  Desolidiﬁ cation
  ■ 
  Dispel
  ■ 
  Energy Blast
  ■ 
  Entangle
  ■ 
  Flash
  ■ 
  Force Field (FF)
  ■ 
  Force Wall (FW)
  ■ 
  Hand-to-Hand Attack (HA)
  ■ 
  Images
  ■ 
  Invisibility
  ■ 
  Killing Attack — Hand-to-Hand (HKA)
  ■ 
  Killing Attack — Ranged (RKA)
  ■ 
  Life Support (LS)
  ■ 
  Multiform
  ■ 
  Stretching
  ■ 
  Telekinesis
  ■ 
  Transform
  Each Power’s description mentions any special 
  rules pertaining to it. 
  
  42 ■ Character Creation
  Hero System 5th Edition
  POWERS TABLE
  Power Name 
  Power Category 
  Duration 
  Target 
  Range 
  END
  Aid 
  Adjustment 
  Instant 
  Target’s DCV 
  No 
  N
  Armor 
  Standard/Defense 
  Persistent 
  Self Only 
  Self 
  N
  Change Environment 
  Standard 
  Constant 
  Hex 
  Yes/x5” 
  Y
  Characteristics 
   
  Standard 
  Persistent 
  Self Only 
  Self 
  Varies
  Clairsentience  
  Standard/Sensory 
  Constant 
  Hex 
  Yes/x5” 
  Y
  Clinging 
  Standard 
  Constant 
  Self Only 
  Self 
  N
  Damage Resistance 
  Standard/Defense 
  Persistent 
  Self Only 
  Self 
  N
  Darkness 
  Standard/Attack/Sense-Aﬀ ecting  
  Constant 
  Hex 
  Yes/x5”  
  Y
  Density Increase 
  Standard/Body 
  Constant 
  Self Only 
  Self 
  Y
  Desolidiﬁ cation 
   
  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-Th an-Light (FTL) Travel 
   
  Movement 
  Constant  
  Self Only 
  Self 
  N
  Flash 
  Standard/Attack/Sense-Aﬀ ecting 
  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-Aﬀ ecting  
  Constant 
  Hex 
  Yes/x5” 
  Y
  Invisibility 
  Standard/Sense-Aﬀ ecting 
  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
  
  43 
  Sidekick ■ Chapter One
  POWERS SUMMARY TABLE
  Power Name 
  Description
  Aid 
  Temporarily increases the power of a Characteristic or Power
  Armor 
  Provides points of Resistant Defense
  Change Environment 
  Alters an area in ways that hinder, harm, or inconvenience characters
  Characteristics 
   
  Allows character to buy Characteristics with Advantages or Limitations
  Clairsentience  
  Character can perceive at a distance despite obstacles, corners, and the like
  Clinging 
  Character can walk on walls and similar surfaces
  Damage Resistance 
  Converts some of the character’s PD or ED into Resistant Defense
  Darkness 
  Creates an area that blocks Sight (or some other sense)
  Density Increase 
  Makes character denser, stronger, and harder to hurt or move
  Desolidiﬁ cation 
   
  Character can become intangible, walk through walls, and ignore most attacks
  Dispel 
  Turns oﬀ  another character’s Power
  Drain 
  Temporarily decreases the power of a Characteristic or Power
  Ego Attack 
  Lets character make a mental attack at Range to inﬂ ict STUN damage
  Energy Blast 
  Lets character make a Normal Damage attack at Range
  Enhanced Senses 
  Improves the character’s normal senses, or gives him unusual new senses
  Entangle 
  Restrains, immoblizes, or paralyzes another character
  Extra-Dimensional Movement 
   
  Allows character to travel to another dimension or through time
  Extra Limbs 
  Gives character one or more additional limbs
  Faster-Th an-Light (FTL) Travel 
   
  Lets character move faster than light in outer space
  Flash 
  Temporarily blinds a character’s Sight (or some other sense)
  Flash Defense 
  Protects one of a character’s senses from Flashes
  Flight 
  Allows character to ﬂ y
  Force Field 
  Provides points of Resistant Defense
  Force Wall 
  Creates a “wall” or barrier that provides Resistant Defense
  Gliding 
  Allows character to glide through the air
  Growth 
  Makes character taller, stronger, and tougher
  Hand-to-Hand Attack (HA) 
  Improves the character’s ability to do Normal Damage in HTH Combat
  Healing 
  Heals injuries
  Images 
  Creates an image perceivable by other characters
  Invisibility 
  Renders character imperceptible by Sight (or some other sense)
  Killing Attack (Hand-To-Hand) 
  Lets character make a Killing Damage attack in HTH Combat
  Killing Attack (Ranged) 
  Lets character make a Killing Damage attack at Range
  Knockback Resistance 
  Makes a character take less Knockback from attacks
  Leaping 
  Lets character leap further than normal
  Life Support 
  Protects character from environmental dangers, such as lack of oxygen
  Luck 
  Character is exceptionally lucky
  Mental Defense 
  Protects a character from the eﬀ ects of Mental Powers
  Mental Illusions 
  Creates an illusion in a character’s mind that only he can perceive
  Mind Control 
  Allows character to take control of another character’s mind
  Mind Link 
  Establishes mental communication between two or more characters
  Mind Scan 
  Allows character to mentally search for another character’s mind
  Multiform 
  Allows character to change shape or form
  Power Defense 
  Protects a character from Drain, Transform, and similar attacks
  Running 
  Lets character run faster than normal
  Shrinking 
  Makes character smaller, and thus harder to see and hit
  Skills 
  Allows character to buy Skills with Advantages or Limitations
  Stretching 
  Lets character elongate his body and make HTH attacks at “range”
  Suppress 
  Temporarily neutralizes another character’s power
  Swimming 
  Lets character swim faster than normal
  Swinging 
  Lets character swing great distances on a line
  Telekinesis 
  Lets character move or aﬀ ect objects at range, without touching them
  Telepathy 
  Character can read other characters’ minds and communicate mentally
  Teleportation 
  Character can move without crossing the intervening physical space
  Transfer 
  Character temporarily decreases another character’s Characteristic or Power  
   
  and increases his own
  Transform 
   
  Allows character to impose a lasting change on a person or object
  Tunneling 
  Character can move by making a tunnel in the ground
  
  44 ■ Character Creation
  Hero System 5th Edition
  POWERS COSTS TABLE
  Power Name 
  Description
  Aid 
  10 Character Points for every 1d6 of Aid
  Armor 
  3 Character Points for each 2 points of Resistant Defense
  Change Environment 
  5 Character Points to Change Environment in 1” radius area; double the area for every +5 Character Points
  Characteristics 
   
  Varies (see page 46)
  Clairsentience  
  20 Character Points for a PER Roll with one Sense Group, +10 Character Points per additional Sense Group
  Clinging 
  10 Character Points for ability to exert character’s normal STR; +3 Clinging STR for +1 Character Point
  Damage Resistance 
  1 Character Point to convert 2 points of Normal Defense to Resistant Defense
  Darkness 
  See Darkness Table, page 46
  Density Increase 
  5 Character Points for every level of Density Increase (see page 47)
  Desolidiﬁ cation 
   
  40 Character Points
  Dispel 
  3 Character Points for every 1d6 of Dispel
  Drain 
  10 Character Points for every 1d6 of Drain
  Ego Attack 
  10 Character Points for every 1d6 of Ego Attack
  Energy Blast 
  5 Character Points for every 1d6 of Energy Blast
  Enhanced Senses 
  Varies (see pages 48-50)
  Entangle 
  10 Character Points for every 1d6 BODY, 1 DEF of Entangle
  Extra-Dimensional Movement 
   
  See Extra-Dimensional Movement Table, page 50
  Extra Limbs 
  5 Character Points
  Faster-Th an-Light (FTL) Travel 
   
  See FTL Table, page 51
  Flash 
  See Flash Table, page 51
  Flash Defense 
  1 Character Point for every 1 point of Flash Defense to protect a single Sense Group
  Flight 
  2 Character Points for every 1” of Flight
  Force Field 
  1 Character Point for every 1 point of Resistant Defense
  Force Wall 
  5 Character Points for every 2 points of Resistant Defense; +1” width or height for every 2 Character Points
  Gliding 
  1 Character Point for every 1” of Gliding
  Growth 
  15 Character Points for every level of Growth (see page 52)
  Hand-to-Hand Attack (HA) 
  5 Character Points for every +1d6 of HA, but with a mandatory -½ Limitation
  Healing 
  10 Character Points for every 1d6 of Healing
  Images 
  See Images Table, page 54
  Invisibility 
  See Invisibility Table, page 54
  Killing Attack (Hand-To-Hand) 
  15 Character Points for every 1d6 of HKA
  Killing Attack (Ranged) 
  15 Character Points for every 1d6 of RKA
  Knockback Resistance 
  2 Character Points for every -1” of Knockback Resistance
  Leaping 
  1 Character Point for every +1” Leap
  Life Support 
  See Life Support Table, page 55
  Luck 
  5 Character Points for every 1d6 of Luck
  Mental Defense 
  1 Character Point for every 1 point of Mental Defense
  Mental Illusions 
  5 Character Points for every 1d6 of Mental Illusions
  Mind Control 
  5 Character Points for every 1d6 of Mind Control
  Mind Link 
  See Mind Link Table, page 57
  Mind Scan 
  5 Character Points for every 1d6 of Mind Scan
  Multiform 
  1 Character Point for every 5 Character Points in most expensive form; 2x the number of forms for +5 points
  Power Defense 
  1 Character Point for every 1 point of Power Defense
  Running 
  2 Character Points for every +1” of Running
  Shrinking 
  10 Character Points for every level of Shrinking (see page 59)
  Skills 
  As per the Skill (see page 59)
  Stretching 
  5 Character Points for every 1” of Stretching
  Suppress 
  5 Character Points for every 1d6 of Suppress
  Swimming 
  1 Character Point for every 1” of Swimming
  Swinging 
  1 Character Point for every 1” of Swinging
  Telekinesis 
  3 Character Points for every 2 points of Telekinetic STR
  Telepathy 
  5 Character Points for every 1d6 of Telepathy
  Teleportation 
  2 Character Points for every 1” of Teleportation
  Transfer 
  15 Character Points for every 1d6 of Transfer
  Transform 
   
  5/10/15 Character Points for every 1d6 of Transform (see page 61)
  Tunneling 
  5 Character Points for every 1” of Tunneling through DEF 1 materials; +1 DEF per +3 Character Points
  
  45 
  Sidekick ■ Chapter One
  POWER DESCRIPTIONS
  AID
  Type: 
  Adjustment Power
  Duration: 
  Instant
  Range: 
  No Range
  Costs END: No
  Cost: 
  10 Character Points for every 1d6 of Aid
  A character with Aid may increase one of his 
  or someone else’s Characteristics or Powers. Some 
  examples of Aid include a character who acts as a 
  “living battery” to boost others’ STR, or an enchanted 
  item which increases a wizard’s magical powers.
  A character must deﬁ ne what Characteristic 
  or Power his Aid can increase when he buys it. Aid 
  cannot give a character abilities he does not have; 
  it can only improve abilities a character already 
  possesses.
  To use Aid, the character makes an Attack Roll 
  (he automatically hits if he uses Aid on himself or a 
  willing target, but still must take an Attack Action). 
  If he succeeds, he rolls his Aid dice. Th e total rolled 
  represents the number of Character Points added 
  directly to the Active Points of the Characteristic or 
  Power being Aided (see page 37).
  Th e points gained from an Aid fade at the rate 
  of 5 Active Points per Turn (see page 38).
  ARMOR
  Type: 
  Standard Power/Defense Power
  Duration: 
  Persistent
  Range: 
  Self Only
  Costs END: No
  Cost: 
  Each 2 points of fully Resistant Defense
   
  (either PD or ED) costs 3 Character
   
  Points.
  Armor provides a character with Resistant 
  Defenses. Characters can only buy Armor for PD 
  or ED. Th ey must specify the type and amount 
  of Armor defense (PD or ED) when they buy 
  the Armor, and cannot change it thereaft er. For 
  instance, if a character spent 21 Character Points 
  he could buy 14 PD, 0 ED Armor, or 7 PD, 7 ED 
  Armor, or any other combination totalling 14 
  points of PD and ED.
  CHANGE ENVIRONMENT
  Type: 
  Standard Power
  Duration: 
  Constant
  Range: 
  Range (5” x Active Points)
  Costs END: Yes
  Cost:  
  5 Character Points to change the 
   
  environment in a 1” radius area; you can 
   
  double the area for every +5 Character 
   
  Points.
  A character with Change Environment can 
  cause changes to his environment. Th e character 
  could, for example, create an intense magnetic ﬁ eld, 
  change the weather, or cause all plants in the area 
  to bloom. A character must specify the eﬀ ect he 
  can create when buying Change Environment; this 
  cannot be changed thereaft er.
  Change Environment can have minor nega-
  tive eﬀ ects on combat or Skills, or cause minor 
  amounts of damage or related combat eﬀ ects. How-
  ever, it cannot provide combat bonuses or other 
  beneﬁ cial eﬀ ects to characters. Th e Combat Eﬀ ects 
  Table lists the diﬀ erent types of combat eﬀ ects 
  Change Environment can have. When a character 
  purchases Change Environment, he receives for 
  free a single -1 combat eﬀ ect (such as -1 to Sight 
  Group PER Rolls or -1” of Running). If he wants 
  the Change Environment to have a greater eﬀ ect, he 
  can increase it by paying the Character Point cost 
  listed in the table. For example, the power to create 
  an 8” radius sheet of ice imposing a -3 penalty to 
  DEX Rolls costs 26 Character Points (5 points for 
  the base -1 in a 1” radius, +15 points to increase the 
  radius, +6 points for the additional -2 penalty to 
  DEX Rolls).
  To use Change Environment, a character 
  makes an Attack Roll against a target hex (DCV 
  3) to place the Change Environment ﬁ eld where 
  he wants it. If the roll succeeds, the character has 
  placed the center hex of his Change Environment 
  ﬁ eld on the target hex; he cannot move the ﬁ eld 
  thereaft er.
  CHARACTERISTICS
  Type: 
  Standard Power
  Duration: 
  Persistent
  Range: 
  Self Only
  Costs END: Varies
  Cost: 
  Varies
  Characters can purchase Characteristics as 
  Powers, with Limitations and Advantages and in 
  Power Frameworks. Examples include a “super-
  speed drug” that increases a character’s DEX for a 
  few minutes, or extra STR only for the purposes of 
  lift ing objects.
  Th e Characteristic costs the same amount of 
  Character Points described on pages 16-19. If using 
  the Characteristic normally costs END, then the 
  Characteristic bought as a Power also costs END.
  Primary Characteristics purchased with 
  Advantages add to Figured Characteristics as 
  normal. Primary Characteristics purchased with 
  Limitations do not add to Figured Characteristics 
  at all unless the Limitation also aﬀ ects the Figured 
  COMBAT EFFECTS TABLE
  Cost Per 
  Additional -1
  Effect
  2
  PER Roll for one Sense
  3
  PER Roll for one Sense Group
  3
  Characteristic Roll or Skill Roll
  3
  Inch of any one mode of Movement
  4
  Characteristic Roll and all Skill Rolls 
  based on same Characteristic
  5
  CV (OCV or DCV)
  5
  Point of damage (player speciﬁ es type 
  of damage and may, at the GM’s option, 
  include appropriate Advantages; other-
  wise Advantages may be purchased for 
  the damage)
  5
  Point of Telekinesis STR
   EXAMPLE POWERS
  STRENGTH BOOST PILL
  Effect:  Aid STR 4d6
  Target:  Self
  Duration:  Instant
  Range:  Self
  END:  0
  Aid STR 4d6, Delayed 
  Return Rate (points fade 
  at the rate of 5 per Hour; 
  +1) (80 Active Points); 
  OAF (-1),  1 Charge (-2). 
  Total cost:  20 points.
  SLIPPERY ICE SHEET
  Effect:  -4 to DEX Rolls
  Target:  8” radius
  Duration:  Constant
  Range:  145”
  END:  3
  Change Environment 8” 
  radius, -4 to DEX Rolls 
  to move on (29 Active 
  Points); Only Aﬀ ects 
  Characters Who Are 
  Moving On Th e Ground 
  (-¼). Total cost:  23 
  points.
  OBSCURING FOG SPELL
  Effect:  -3 Sight Group 
  PER Rolls
  Target:  8” radius
  Duration:  Constant
  Range:  200”
  END:  3
  Change Environment 8” 
  radius, -3 to Sight Group 
  PER Rolls (26 Active 
  Points); OAF (wizard’s 
  staﬀ ; -1), Gestures 
  (-¼), Incantations (-¼), 
  Requires A Magic Skill 
  Roll (-½). Total cost:  9 
  points.
  REACTION-ENHANCING 
  DRUG
  Effect:  +2 SPD
  Target:  Self
  Duration:  Constant
  Range:  Self
  END:  0
  +2 SPD (20 Active 
  Points); OAF (-1), 1 
  Continuing Charge last-
  ing 1 Hour (-¼). Total 
  cost:  9 points.
  
  46 ■ Character Creation
  Hero System 5th Edition
  Characteristics. For example, STR bought with the 
  Limitation Focus would add to Figured Character-
  istics normally, since taking away the Focus would 
  aﬀ ect them. But STR bought with the Limitation 
  Increased Endurance Cost would not add to any 
  Figured Characteristics, since PD, REC, and STUN 
  do not cost END to use. Characteristics bought 
  as Powers which would normally add to Figured 
  Characteristics may take the Limitation No Figured 
  Characteristics (-½), in which case they do not add.
    CLAIRSENTIENCE 
  Type: 
  Standard Power/Sensory Power
  Duration: 
  Constant
  Range: 
  5” x Active Points
  Costs END: Yes
  Cost: 
  20 Character Points for a PER Roll with 
   
  one Sense Group. For each additional 
   
  Sense Group, +10 Character Points. For 
   
  each x2 Range, +5 Character Points.
  A character with Clairsentience can use one 
  or more of his Sense Groups (usually Sight) at 
  a distance. Examples of Clairsentience include 
  mystic scrying spells, borescopes used to see 
  through walls and around corners, and closed-cir-
  cuit television systems.
  When a character uses Clairsentience, it is as 
  if he were standing some distance away from his 
  current position, trying to perceive something. 
  He designates a “perception point” from which 
  his Clairsentience works. He can change this 
  perception point from use to use, and can put it 
  anywhere within the range of his Clairsentience, 
  but he cannot move it once he creates it. It lets 
  him perceive in any direction from the perception 
  point just as if he were standing there himself. Cal-
  culate the Range Modiﬁ er for PER Rolls made via 
  Clairsentience from the perception point, not from 
  where the character actually is.
  Clairsentience is not a Targeting Sense and 
  cannot establish Line Of Sight for Mental Powers.
  CLINGING
  Type: 
  Standard Power
  Duration: 
  Constant
  Range: 
  Self Only
  Costs END: No
  Cost: 
  10 Character Points for ability to exert 
   
  character’s normal STR; +3 Clinging STR 
   
  for +1 Character Point.
  A character with Clinging may cling to walls 
  and sheer surfaces and move on them as if they 
  were level. Some examples of Clinging include 
  high-tech cling-grips used by climbers or  insect-
  based wall-crawling powers.
  Movement along a surface (like running along 
  a wall) is the same as normal ground movement. 
  If an opponent wants to pull a Clinging character 
  from a surface, he must exceed the character’s total 
  Clinging STR in a STR Roll Versus STR Roll Con-
  test; otherwise the character remains stuck.
  DAMAGE RESISTANCE
  Type: 
  Standard Power/Defense Power
  Duration: 
  Persistent
  Range: 
  Self Only
  Costs END: No
  Cost: 
  1 Character Point to convert 2 points of 
   
  Normal Defense to Resistant Defense
  A character with Damage Resistance may 
  apply some or all of his normal PD or ED against 
  Killing Attacks. Damage Resistance doesn’t add 
  to the character’s defenses, it just converts some 
  of a character’s Normal Defenses into Resistant 
  Defenses.
  If a character’s Normal Defenses converted 
  with Damage Resistance have any Advantages 
  (such as Hardened), he must also buy those Advan-
  tages for his Damage Resistance.
  DARKNESS
  Type: 
  Standard Power/Attack Power/Sense-
   
  Affecting Power
  Duration: 
  Constant
  Range: 
  5” x Active Points
  Costs END: Yes
  Cost: 
  See Darkness Table
  A character with Darkness can create a ﬁ eld 
  which is impervious to one Sense Group (usually 
  the Sight Group). Th e character must choose this 
  Sense Group when he buys Darkness, and cannot 
  change it thereaft er. Some examples of Darkness 
  include smoke grenades, mystic spells of silence, 
  and blinding ﬁ elds of impenetrable blackness.
  To use Darkness, a character makes an Attack 
  Roll against a target hex (DCV 3) to place the 
  Darkness ﬁ eld where he wants it. If the roll suc-
  ceeds, the character has placed the center hex of his 
  Darkness ﬁ eld on the target hex; he cannot move 
  the ﬁ eld thereaft er.
  Darkness makes the covered area impenetrable 
  by the Sense Group it aﬀ ects — characters using 
  Senses in that group cannot perceive into, out of, 
  or through the Darkness, nor perceive sensory 
  eﬀ ects generated within the Darkness. A charac-
  ter in a Darkness ﬁ eld who cannot perceive his 
  opponent(s) with a Targeting Sense usually suﬀ ers 
  penalties to his DCV and OCV (see page 86).
  DARKNESS TABLE
  Sense Group 
  Cost To Fill One Hex
  Targeting (Sight) 
  10 Character Points
  Nontargeting (all others) 
  5 Character Points
  Extra Radius 
  Cost per +1” Radius
  Targeting Sense 
  +10 Character Points
  Nontargeting Sense 
  +5 Character Points
   EXAMPLE POWERS
  CRYSTAL BALL
  Effect:  Clairsentience 
  (Sight, Hearing)
  Target:  Self
  Duration:  Constant
  Range:  2,400”
  END:  5
  Clairsentience (Sight 
  and Hearing Groups), 
  16x Range (2,400”) (50 
  Active Points); OAF 
  (-1), Extra Time (5 
  Minutes to activate; -1). 
  Total cost:  17 points.
  BOOTS OF SPIDER 
  CLIMBING
  Effect:  Clinging (normal 
  STR)
  Target:  Self
  Duration:  Constant
  Range:  Self
  END:  0
  Clinging (normal STR) 
  (10 Active Points); 
  OIF (-½). Total cost:  7 
  points.
  SUPER-TOUGH SKIN
  Effect:  Damage Resis-
  tance (15 PD/15 ED)
  Target:  Self
  Duration:  Persistent
  Range:  Self
  END:  0
  Damage Resistance (15 
  PD/15 ED) (15 Active 
  Points). Total cost:  15 
  points.
  SHADOW ZONE
  Effect:  Darkness (Sight 
  Group)
  Target:  5” radius
  Duration:  Constant
  Range:  250”
  END:  5
  Darkness to Sight Group 
  5” radius (50 Active 
  Points). Total cost:  50 
  points.
  
  47 
  Sidekick ■ Chapter One
  DENSITY INCREASE
  Type: 
  Standard Power/Body-Affecting Power
  Duration: 
  Constant
  Range: 
  Self Only
  Costs END: Yes
  Cost: 
  See Density Increase Table
  A character with Density Increase (“DI”) 
  can increase his density, thereby making himself 
  heavier, stronger, and physically tougher. Some 
  examples of Density Increase include characters 
  whose bodies are made of rock or metal, or a 
  superhero with gravitic powers who can make him-
  self denser. See the Density Increase Table for the 
  eﬀ ects of buying DI.
    DESOLIDIFICATION 
  Type: 
  Standard Power/Body-Affecting Power
  Duration: 
  Constant
  Range: 
  Self Only
  Costs END: Yes
  Cost: 
  40 Character Points
  A character with Desolidiﬁ cation can become 
  intangible, allowing him to walk through walls and 
  ignore attacks. Some examples of Desolidiﬁ cation 
  include the intangible body of a ghost, or a super-
  hero who can pass through solid objects by syn-
  chronizing the “phase vibrations” of his molecules.
  A Desolidiﬁ ed character is immune to most 
  physical and energy attacks. Mental Powers, 
  Flashes, and Presence Attacks can still aﬀ ect him. 
  Additionally, he must deﬁ ne the special eﬀ ects of 
  a reasonably common group of attacks that can 
  aﬀ ect him while he’s Desolidiﬁ ed. For example, 
  Desolidiﬁ cation deﬁ ned as “turning to mist” 
  could still be aﬀ ected by wind and heat attacks; 
  one deﬁ ned as “mystic intangibility” could still be 
  aﬀ ected by magic.
  While Desolidiﬁ ed, a character cannot touch 
  objects or aﬀ ect the physical world in any way. His 
  attacks against the physical world have no eﬀ ect; he 
  cannot even use Mental Powers against solid targets. 
  If a character wants to use a power against a solid 
  target while Desolidiﬁ ed, he must apply the Advan-
  tage Aﬀ ects Physical World (+2) to that power.
  DISPEL
  Type: 
  Standard Power/Attack Power
  Duration: 
  Instant
  Range: 
  5” x Active Points
  Costs END: Yes
  Cost: 
  3 Character Points for every 1d6 of Dispel
  A character with Dispel can turn oﬀ  another 
  character’s Power. Some examples of Dispel include 
  spells designed to disrupt or “break” other spells, 
  light-based powers which can destroy Darkness 
  ﬁ elds, or the ability to destroy or ruin gadgets. Each 
  1d6 of Dispel costs 3 Character Points. Th e charac-
  ter must specify which Power he can Dispel when 
  he purchases Dispel.
  To use Dispel, the character must make an 
  Attack Roll. If successful, he rolls and totals the 
  Dispel dice and subtracts the target’s Power Defense 
  (if any). If the remaining total exceeds the Active 
  Point total of the target Power, the target Power is 
  Dispelled; that is, it stops working. If the victim of 
  the Dispel wants to restart the Power, he can, but 
  he must start from scratch — he must perform any 
  preparations again. Obviously, Dispel is most eﬀ ec-
  tive against Powers which are diﬃ  cult to turn on 
  or take a long time to activate (like many Fantasy 
  spells) or against objects (which must be repaired 
  or rebuilt). Dispel is all-or-nothing:  it either com-
  pletely turns oﬀ  a Power or it has no eﬀ ect.
  To create a Dispel that can aﬀ ect more than 
  one type of Power at once, apply the Variable Eﬀ ect 
  Advantage (page 37).
  DRAIN
  Type: 
  Adjustment Power/Attack Power
  Duration: 
  Instant
  Range: 
  No Range
  Costs END: Yes
  Cost: 
  10 Character Points for every 1d6 of Drain
  A character with Drain can temporarily lower 
  the value of one of an opponent’s Characteris-
  tics or Powers. Th e character must specify which 
  Power or Characteristic he can Drain when he 
  purchases Drain.
  To use Drain, a character must make an Attack 
  Roll. If successful, he rolls and totals the Drain dice, 
  then subtracts the target’s Power Defense (if any). 
  Th e total remaining is the number of Active Points 
  lost from the aﬀ ected Power or Characteristic.
  Drained Character Points return at the rate of 
  5 Active Points per Turn (see page 38).
  EGO ATTACK
  Type: 
  Mental Power/Attack Power
  Duration: 
  Instant
  Range: 
  Line Of Sight
  Costs END: Yes
  Cost: 
  10 Character Points for every 1d6 of Ego  
   
  Attack
  A character with Ego Attack can directly attack 
  another character’s mind to cause STUN damage. 
  Some examples of Ego Attack include pain inﬂ ic-
  DENSITY INCREASE TABLE
   Points 
  Mass (KG) 
  STR 
  KB 
  PD 
  ED
   
  0 
  100 
  +0 
  -0 
  +0 
  +0
   
  5 
  200 
  +5 
  -1 
  +1 
  +1
   10 
  400 
  +10 
  -2 
  +2 
  +2
   15 
  800 
  +15 
  -3 
  +3 
  +3
   20 
  1,600 
  +20 
  -4 
  +4 
  +4
   25 
  3,200 
  +25 
  -5 
  +5 
  +5
   30 
  6,400 
  +30 
  -6 
  +6 
  +6
   35 
  12,500 
  +35 
  -7 
  +7 
  +7
   40 
  25,000 
  +40 
  -8 
  +8 
  +8
   45 
  50,000 
  +45 
  -9 
  +9 
  +9
   50 
  100,000 
  +50 
  -10 
  +10 
  +10
   55 
  200,000 
  +55 
  -11 
  +11 
  +11
   60 
  400,000 
  +60 
  -12 
  +12 
  +12
   65 
  800,000 
  +65 
  -13 
  +13 
  +13
   70 
  1,600,000 
  +70 
  -14 
  +14 
  +14
   75 
  3,200,000 
  +75 
  -15 
  +15 
  +15
   EXAMPLE POWERS
  PHANTASMIC FORM
  Effect:  Desolidiﬁ cation
  Target:  Self
  Duration:  Constant
  Range:  Self
  END:  4
  Desolidiﬁ cation 
  (aﬀ ected by magic) (40 
  Active Points); Extra 
  Time (Full Phase to acti-
  vate; -¼). Total cost:  32 
  points.
  DISPEL MAGIC SPELL
  Effect:  Dispel 15d6
  Target:  One character
  Duration:  Instant
  Range:  280”
  END:  6
  Dispel 15d6, any Magic 
  power or spell one at a 
  time (+¼) (56 Active 
  Points); OAF (wizard’s 
  staﬀ ; -1), Gestures 
  (-¼), Incantations (-¼), 
  Requires A Magic Skill 
  Roll (-½). Total cost:  19 
  points.
  WEAKNESS DARTS
  Effect:  Drain STR 4d6
  Target:  One character
  Duration:  Instant
  Range:  200”
  END:  4 Charges
  Drain STR 4d6, Ranged 
  (+½) (60 Active Points); 
  OAF (-1), 4 Charges 
  (-1). Total cost:  20 
  points.
  MIND-BLAST
  Effect:  Ego Attack 6d6
  Target:  One character
  Duration:  Instant
  Range:  Line Of Sight
  END:  6
  Ego Attack 6d6 (60 
  Active Points); Visible 
  (attack appears as a 
  greenish beam of energy 
  lancing out from the 
  character’s forehead; 
  -¼). Total cost:  48 
  points.
  
  48 ■ Character Creation
  Hero System 5th Edition
  tion, induced sleepiness or euphoria, or harmful 
  “mental feedback.”
  To use Ego Attack, the character makes an 
  ECV Attack Roll. If successful, he rolls his Ego 
  Attack dice. Th e target subtracts his Mental Defense 
  (if any) and takes the remaining damage as STUN. 
  Ego Attacks only do STUN damage; they have no 
  eﬀ ect on inanimate objects, and do no Knockback.
  ENERGY BLAST
  Type: 
  Standard Power/Attack Power
  Duration: 
  Instant
  Range: 
  5” x Active Points
  Costs END: Yes
  Cost: 
  5 Character Points for every 1d6 of   
   
  Energy Blast
  A character with Energy Blast can attack at 
  Range, doing Normal Damage. Examples of Energy 
  Blasts (EBs) include a superhero’s force blast, many 
  types of blunt throwing weapons, a wizard’s bolt of 
  mystic energy, rubber bullets, or a Galactic Troop-
  er’s blaster riﬂ e.
  To use Energy Blast, a character states his 
  target and makes an Attack Roll. If he succeeds, 
  he rolls his dice to determine the Normal Damage 
  done (see page 97).
  An Energy Blast can apply against Physical 
  Defense instead of Energy Defense (for example, 
  force beams or thrown chunks of rock), but the 
  character must specify this when he buys the Power.
  ENHANCED SENSES
  Type: 
  Special Power/Sensory Power
  Duration: 
  Persistent
  Range: 
  Self Only
  Costs END: No
  Cost: 
  Varies (see text)
  Th ese Sensory Powers allow a character to 
  sense things beyond the capacity of normal human 
  Senses. Characters may buy several Enhanced 
  Senses to reﬂ ect a wide array of sensory abilities.
  Th e HERO System organizes senses into six 
  Sense Groups:  Hearing; Mental; Radio; Sight; 
  Smell/Taste; and Touch. All Enhanced Senses fall 
  into one of these Sense Groups, though one, Detect, 
  has no set Group (it falls into whichever one you 
  deﬁ ne it as belonging to when you buy the power). 
  Additionally, there are Sense Modiﬁ ers which you 
  can buy for any Sense or Sense Group.
  See page 86 for more information about Senses 
  in the HERO System.
  Hearing Sense Group
  In addition to Normal Hearing, which every 
  character has for free, the Hearing Group includes:
  Active Sonar:  A character with Active Sonar can sense 
  nearby objects by emitting high-frequency sound 
  which bounces oﬀ  those objects and returns to him. 
  Active Sonar cannot perceive ﬁ ne detail (such as colors, 
  print on paper, or ﬁ ne textures). Ultrasonic Hearing or 
  Active Sonar can detect the use of Active Sonar.
  Active Sonar is a Targeting Sense. It can only 
  perceive objects in front of the character.
  Cost:  15 Character Points
  Enhanced Hearing:  Th e character can hear better 
  than normal.
  Cost:  +1 to Hearing Group PER Rolls for 2 
  Character Points
  Ultrasonic Hearing:  Th e character can perceive very 
  high and very low frequency sounds, such as dog 
  whistles or Active Sonar.
  Cost:  3 Character Points
  Mental Sense Group
  Mental Awareness:  Th e character can perceive the 
  use of Mental Powers within his Line Of Sight. He 
  can perceive the user and target of a Mental Power, 
  but not the type of Mental Power (that requires 
  Discriminatory).
  Cost:  5 Character Points
  Radio Sense Group
  All Radio Sense Group Senses except for 
  Radar have a 360 Degree arc of perception — a 
  character can use them to perceive radio signals 
  coming from any direction.
  Enhanced Radio:  Th e character can perceive radio 
  signals better than normal.
  Cost:  +1 to Radio Group PER Rolls for 2 
  Character Points
  Radar:  A character with Radar can sense nearby 
  objects by emitting radio waves which bounce oﬀ  
  those objects and return to him. Radar cannot per-
  ceive ﬁ ne detail (such as colors, print on paper, or 
  ﬁ ne textures). HRRP or Radar can detect the use of 
  Radar.
  Cost:  15 Character Points
  Radio Perception/Transmission:  Th e character can 
  perceive and transmit local AM, FM, and police-
  band radio signals.
  Cost:  10 Character Points
  High Range Radio Perception (“HRRP”):  Th e char-
  acter can perceive and transmit along the entire 
  broadcast spectrum, from radio to television to 
  cellular telephone transmissions. Characters with 
  HRRP may locate a speciﬁ c frequency or channel 
  by making an INT Roll.
  Cost:  12 Character Points
  Sight Sense Group
  Th e Sight Group senses are the ones most 
  commonly used by humans and most other char-
  acters. Normal Sight is the only Targeting Sense 
  humans naturally possess. In addition to Normal 
  Sight, which every character has for free, the Sight 
  Group includes:
  Enhanced Sight:  Th e character can see better than 
  normal.
  Cost:  +1 to Sight Group PER Rolls for 2 
  Character Points
  Infrared Vision:  Th e character can see heat patterns 
  and traces, but can only perceive the outlines of 
  people and objects (unless there is a source of infrared 
  light available). Cold objects are perceived as “dark,” 
  while hot objects may be blindingly “bright.”
  Cost:  5 Character Points
   EXAMPLE POWERS
  BLASTER PISTOL
  Effect:  Energy Blast 8d6
  Target:  One character
  Duration:  Instant
  Range:  200”
  END:  12 Charges
  Energy Blast 8d6 (40 
  Active Points); OAF 
  (-1),  12 Charges (-¼). 
  Total cost:  18 points.
  BLASTER RIFLE
  Effect:  Energy Blast 10d6
  Target:  One character
  Duration:  Instant
  Range:  375”
  END:  2 clips of 30 
  Charges each
  Energy Blast 10d6, 2 
  clips of 30 Charges each 
  (+½) (75 Active Points); 
  OAF (-1). Total cost:  37 
  points.
  LIGHTNING BOLT SPELL
  Effect:  Energy Blast 12d6
  Target:  One character
  Duration:  Instant
  Range:  300”
  END:  6
  Energy Blast 12d6 (60 
  Active Points); OAF 
  (wizard’s staﬀ ; -1), Ges-
  tures (-¼), Incantations 
  (-¼), Requires A Magic 
  Skill Roll (-½). Total 
  cost:  20 points.
  FIRE FLARE BLAST
  Effect:  EB 8d6 + Sight 
  Group Flash 4d6
  Target:  One character
  Duration:  Instant
  Range:  200”
  END:  6
  Energy Blast 8d6 (40 
  Active Points) (total 
  cost:  40 points) plus 
  Sight Group Flash 4d6 
  (20 Active Points); 
  Linked (-½) (total cost:  
  13 points). Total cost:  
  53 points.
  
  49 
  Sidekick ■ Chapter One
  Microscopic Vision:  Th e character can see objects in 
  quantities so small Normal Sight cannot perceive 
  them. Microscopic Vision allows a character to see 
  objects at 10x magniﬁ cation. A character can buy it 
  multiple times, increasing the magniﬁ cation by 10x 
  for each +5 Character Points (x100 for +5 points, 
  x1,000 for +10 points, and so forth).
  Cost:  5 Character Points per level of magniﬁ -
  cation for the Sight Group
  Nightvision:  Th e character can see in total darkness 
  (not including the Power Darkness, but including 
  some forms of Change Environment which obscure 
  vision) as though it were normal daylight.
  Cost:  5 Character Points
  Ultraviolet Vision:  Th e character can see ultraviolet 
  (UV) light. He perceives as well at night as he can 
  during the day, provided there is a source of UV 
  light such as the moon or stars.
  Cost:  5 Character Points
  X-Ray Vision:  Th e character can make normal PER 
  Rolls through materials which block ordinary 
  sight (such as walls). However, he cannot perceive 
  through Force Fields, lead, or gold.
  Cost:  10 Character Points
  Smell/Taste Sense Group
  In addition to Normal Smell and Normal Taste, 
  which every character has for free, the Smell/Taste 
  Group includes:
  Tracking Smell:  Th e character can use his sense of 
  smell to identify and track a person or object if the 
  character makes a PER Roll. Modiﬁ ers for time and 
  circumstances can aﬀ ect the PER Roll tremendously.
  Cost:  10 Character Points
  Touch Group
  Th e Touch Group includes Normal Touch. No 
  Enhanced Senses belong to it, but characters can 
  buy Sense Modiﬁ ers for Normal Touch if they wish.
  Detect
  Detect allows the character to perceive what-
  ever he deﬁ nes as its subject — Detect Gold, Detect 
  Minds, Detect Aliens, whatever he can think of and 
  the GM allows. Th e basic cost of a Detect depends 
  upon how broad a category of things the Power can 
  detect (see accompanying table).
  A basic Detect requires a Half Phase to use and 
  has no Range. Th e PER Roll with the Detect can be 
  increased by +1 for every +1 Character Point. Char-
  acters may apply Sense Modiﬁ ers like Sense or Dis-
  criminatory to make a Detect better or easier to use.
  If the character makes a PER Roll, a Detect 
  provides two basic types of information. Th e ﬁ rst is 
  that the object or phenomenon exists, or does not 
  exist, at the character’s current location. Second, 
  it tells the character what the perceived object or 
  phenomena’s “intensity” is.
  When a character buys a Detect, he must assign 
  it to one of the Sense Groups described above. It 
  gains all the beneﬁ ts of that Sense Group (it func-
  tions as a Targeting Sense if that group does, it has 
  the same Range as that Sense Group does), but is 
  aﬀ ected by Sense-Aﬀ ecting Powers used versus that 
  group. A character may deﬁ ne his Detect as belong-
  ing to “no Sense Group,” but then he must buy Sense 
  Modiﬁ ers like Range and Targeting for it individu-
  ally, making it quite expensive.
  Sense Modiﬁ ers
  Characters can apply Sense Modiﬁ ers to any 
  Sense or Sense Group, as appropriate.
  Enhanced Perception:  Th e character has better per-
  ception than normal.
  Cost:  +1 to PER Roll for all Sense Groups for 3 
  Character Points
  Discriminatory:  Discriminatory allows a Sense to 
  perceive a greater range of information about an 
  object or phenomena. A Sense with Discriminatory 
  can identify, distinguish, and analyze an object if the 
  character makes a PER Roll. Normal humans have 
  this Sense Modiﬁ er for Normal Sight and Normal 
  Hearing automatically, but not for other Senses.
  Cost:  5 Character Points for a single Sense; 10 
  Character Points for an entire Sense Group.
  Increased Arc Of Perception:  Most Senses function 
  in a 120-degree arc in front of the user. Th is Sense 
  Modiﬁ er allows them to function in a 360-degree 
  arc. A Sense with 360-Degree Perception operates 
  all around the character, making it much more dif-
  ﬁ cult to surprise him.
  Cost:  5 Character Points for a single Sense; 10 
  Character Points for a single Sense Group; 25 Char-
  acter Points for all of the character’s Sense Groups 
  at once.
  Range:  A nonranged Sense (such as Touch or 
  Detect) with this Sense Modiﬁ er can perceive at 
  Range in a 120-degree arc with the usual Range 
  Modiﬁ er (just like, for example, Normal Sight).
  Cost:  5 Character Points for a single Sense; 10 
  Character Points for a single Sense Group.
  Sense:  A Detect (or other Enhanced Senses, at 
  the GM’s option) may be turned into a Sense for 2 
  Character Points. Characters can use a Sense with-
  out a Half Phase Action; it can be set oﬀ  by contact 
  at any time.
  Cost:  2 Character Points.
  Targeting Sense:  A Nontargeting Sense (such as 
  Normal Hearing) with this Sense Modiﬁ er can 
  DETECT TABLE
  Cost
  Detect Category
  3
  A single thing (an uncommon object or phe-
  nomena, one which has little or no eﬀ ect on 
  combat; examples include Necromantic Magic, 
  Denebians, or Gold).
  5
  A class of things (a common object or phe-
  nomena, or any object or phenomena which 
  signiﬁ cantly aﬀ ects combat; examples include 
  Magic, Aliens, Metals, or Minds)  
  10
  A large class of things (very common or 
  abstract objects or phenomena; examples 
  include Life Energy, Physical Objects, or 
  Enemies)
  +5
  Each extra thing or class of things
   EXAMPLE POWERS
  THERMOVISION
  GOGGLES
  Effect:  Infrared Vision
  Target:  Self
  Duration:  Persistent
  Range:  Self
  END:  0
  Infrared Vision (5 Active 
  Points); OAF (-1). Total 
  cost:  2 points.
  DETECT MAGIC SPELL
  Effect:  Detect Magic
  Target:  Self
  Duration:  Persistent
  Range:  Self
  END:  0
  Detect Magic (INT Roll 
  +3) (Sight Group), Dis-
  criminatory (13 Active 
  Points); OAF (wizard’s 
  staﬀ ; -1). Total cost:  6 
  points.
  
  50 ■ Character Creation
  Hero System 5th Edition
  be used as a Targeting Sense to locate targets in 
  combat. See page 86.
  Cost:  10 Character Points for a single Sense; 
  20 Character Points for one Sense Group.
  Telescopic:  A Sense with this Sense Modiﬁ er works 
  more accurately over longer distances than an ordi-
  nary Sense — it provides PER Roll bonuses that 
  only counteract the Range Modiﬁ er (page 92).
  Cost:  3 Character Points for +2 PER, only 
  to oﬀ set the Range Modiﬁ er with a single Sense 
  Group.
  ENTANGLE
  Type: 
  Standard Power/Attack Power
  Duration: 
  Instant
  Range: 
  5” x Active Points
  Costs END: Yes
  Cost: 
  10 Character Points for every 1d6 BODY,
   
  1 DEF of Entangle
  A character with Entangle can restrain, immo-
  bilize, or paralyze another character. Some exam-
  ples of Entangles include ice bonds, handcuﬀ s, glue 
  bombs, paralytic touch, and gravity manipulation.
  To use Entangle, a character must make an 
  Attack Roll. If successful, he rolls his Entangle dice 
  and counts the Normal Damage BODY (page 97). 
  Th e BODY of the Entangle is the BODY rolled; 
  the Entangle has 1 DEF (PD and ED, Resistant) for 
  each 1d6 of Entangle. When a character is Entan-
  gled, his arms and legs are restrained, giving him a 
  DCV of 0. An Entangle completely immobilizes a 
  character, making it impossible for him to move.
  To escape an Entangle, an Entangled character 
  must either do suﬃ  cient BODY damage to exceed 
  the Entangle’s DEF and destroy its BODY, use a 
  Power which allows him to overcome the Entangle’s 
  eﬀ ects (such as Desolidiﬁ cation or Teleportation), 
  or ﬁ nd some other appropriate method of escape 
  based on the special eﬀ ect of the Entangle (like 
  using Contortionist). No Attack Roll is necessary 
  for an Entangled character to hit or do damage to 
  the Entangle restraining him. When the Entangle’s 
  BODY is reduced to 0, he is free.
  Characters with abilities that cause BODY 
  damage and are innate or bought through Inacces-
  sible Foci can use those powers to try to break free. 
  Characters with abilities bought through Accessible 
  Foci normally cannot use those powers to break 
  free from an Entangle.
  If an Entangled character is attacked, the 
  Entangle takes damage from the attack ﬁ rst. Aft er 
  the attack does damage equal to the Entangle’s 
  DEF+BODY, the Entangle is destroyed and the 
  Entangled character takes the remaining damage (if 
  any) normally. Attacks which do not cause BODY 
  damage (such as most NNDs or Drains) are not 
  aﬀ ected by an Entangle in this way; the damage 
  injures the Entangled character directly.
  Characters other than the Entangled character 
  can try to attack and damage the Entangle without 
  hurting the person trapped inside it. Th ey must 
  make their Attack Roll at a -3 OCV penalty. If they 
  succeed, they damage the Entangle but not the 
  victim; if they fail, they may attack the Entangle 
  normally (see above), or just miss altogether. For 
  a +½ Advantage, Takes No Damage From Attacks, 
  a character may create an Entangle that’s nor-
  mally “transparent” to damage — attacks against 
  the victim don’t hurt the Entangle at all, just the 
  victim. Th e only way to damage the Entangle from 
  outside it is to target it speciﬁ cally at -3 OCV, as 
  described above.
    EXTRADIMENSIONAL MOVEMENT 
  Type: 
  Movement Power
  Duration: 
  Instant
  Range: 
  Self Only
  Costs END: Yes
  Cost: 
  See Extra-Dimensional Movement Table
  A character with this Movement Power can 
  travel from one dimension to another, or travel 
  through time. Some examples of Extra-Dimensional 
  Movement include wizards who can open gates to 
  other planes, starships capable of breaching dimen-
  sional barriers, and time travel machines. Th e cost 
  of Extra-Dimensional Movement depends on how 
  many diﬀ erent dimensions a character can travel 
  to, as indicated on the accompanying table. Using 
  Extra-Dimensional Movement takes a Full Phase.
  EXTRA LIMBS
  Type: 
  Special Power/Body-Affecting Power
  Duration: 
  Persistent
  Range: 
  Self Only
  Costs END: Yes
  Cost: 
  5 Character Points to have any number of 
   
  Extra Limbs
  A character with Extra Limbs has one or more 
  usable extra limbs. Some examples of Extra Limbs 
  include a prehensile tail, extra arms, or a group of 
  tentacles. For 5 Character Points, the character can 
  have as many Extra Limbs as he wants, be it 1 or 
  100. Extra Limbs provide no OCV bonus, and don’t 
  allow a character to make any extra attacks, but 
  characters can use them to perform maneuvers not 
  possible to bipedal humans (like holding someone 
  EXTRA-DIMENSIONAL 
  MOVEMENT TABLE
  Cost 
  Effect
  20 
  Travel to a single location in a single dimension
  25 
  Travel to any location in a single dimension
  30 
  Travel to any location in a related group of 
   
  dimensions
  40 
  Travel to any location in any dimension
   
  Time Travel
  40 
  Travel to a single point in time (past or future)
  50 
  Travel to a related group of points in time (e.g., 
   
  any date in the past)
  60 
  Travel to any point in time
   
  Weight Carried
  +0 
  Character himself, plus clothing, personal 
   
  equipment, and Foci (100 kg)
  +5 
  x2 weight (200 kg)
  +10 
  x4 weight (400 kg)
  ...and so on (+5 points per x2 weight)
   EXAMPLE POWERS
  GLUE GRENADE
  Effect:  Entangle 4d6, 4 
  DEF
  Target:  Explosion
  Duration:  Instant
  Range:  300”
  END:  6 Charges
  Entangle 4d6, 4 DEF, 
  Explosion (+½) (60 
  Active Points); OAF 
  (-1),  Range Based On 
  STR (-¼), 6 Charges
  (-¾). Total cost:  20 
  points.
  SPELL OF PARALYSIS
  Effect:  Entangle 4d6, 4 
  DEF
  Target:  One character
  Duration:  Instant
  Range:  300”
  END:  6
  Entangle 4d6, 4 DEF, 
  Takes No Damage From 
  Attacks (+½) (60 Active 
  Points); OAF (wizard’s 
  staﬀ ; -1), Gestures 
  (-¼), Incantations (-¼), 
  Requires A Magic Skill 
  Roll (-½). Total cost:  20 
  points.
  ASTRAL PORTAL
  Effect:  Extra-Dimen-
  sional Movement (to the 
  Astral Plane)
  Target:  Self
  Duration:  Instant
  Range: Self
  END:  3
  Extra-Dimensional 
  Movement (one loca-
  tion in the Astral Plane), 
  Increased Weight (800 
  kg) (35 Active Points). 
  Total cost:  35 points.
  
  51 
  Sidekick ■ Chapter One
  with two hands and then punching him, or hanging 
  from the ceiling by a tail).
    FASTERTHANLIGHT FTL TRAVEL 
  Type: 
  Movement Power
  Duration: 
  Constant
  Range: 
  Self Only
  Costs END: No
  Cost: 
  See FTL Table
  A character with FTL Travel can travel as fast 
  as, or faster than, light when in space (but never 
  in an atmosphere). Some examples of FTL Travel 
  include a starship’s hyperdrive or a character who 
  can transform himself into pure light.
  FLASH
  Type: 
  Standard Power/Attack Power/Sense-
   
  Affecting Power
  Duration: 
  Instant
  Range: 
  5” x Active Points
  Costs END: Yes
  Cost: 
  See Flash Table
  A character with Flash can temporarily dis-
  able or “blind” one of an opponent’s Sense Groups 
  — typically his Sight Group. Th e character must 
  choose this Sense Group when he buys Flash, and 
  cannot change it thereaft er. Th e cost of the power 
  depends on whether the Sense Group the Flash 
  aﬀ ects is a Targeting or Nontargeting Sense Group. 
  Some examples of Flash include blinding bursts of 
  light, deafening shrieks of sound, pepper spray, or 
  poking someone in the eyes.
  To use Flash, a character must make an Attack 
  Roll. If successful, he rolls the Flash dice and counts 
  the Normal Damage BODY (page 97). Th e total 
  number of BODY rolled, minus the target’s Flash 
  Defense (if any), is the number of Segments (begin-
  ning in the Segment in which the character uses 
  the attack) which the target’s Sense Group is dis-
  abled. A Flashed character who cannot perceive his 
  opponent(s) with a Targeting Sense suﬀ ers penal-
  ties to his DCV and OCV (see page 86).
  FLASH DEFENSE
  Type: 
  Special Power/Defense Power
  Duration: 
  Persistent
  Range: 
  Self Only
  Costs END: No
  Cost: 
  1 Character Point for every 1 point of Flash 
   
  Defense to protect a single Sense Group
  A character with Flash Defense suﬀ ers less 
  eﬀ ect from Flashes. Examples include sunglasses or 
  earplugs. Each point of Flash Defense reduces the 
  length of a Flash attack by 1 Segment. Th e character 
  must choose which Sense Group his Flash Defense 
  protects when he buys the Power, and cannot 
  change it thereaft er.
  FLIGHT
  Type: 
  Movement Power
  Duration: 
  Constant
  Range: 
  Self Only
  Costs END: Yes
  Cost: 
  2 Character Points for every 1” of Flight
  A character with Flight can ﬂ y through the air. 
  Some examples of Flight include wings, jetpacks, 
  boot rockets, and planes. With Flight, the character 
  can move, hover in place, gain altitude, and so forth.
  FORCE FIELD
  Type: 
  Standard Power/Defense Power
  Duration: 
  Constant
  Range: 
  Self Only
  Costs END: Yes
  Cost: 
  1 Character Point for every 1 point of 
   
  Resistant Defense
  Th is power allows a character to create a ﬁ eld 
  around himself which provides Resistant Defense 
  against damage. Some examples of Force Fields 
  include a starship’s defensive energy shields, a 
  superhero’s personal force screen, or a spell of pro-
  tection against ﬁ re.
  A Force Field can provide Resistant PD, Resis-
  tant ED, or both. Th e character must deﬁ ne how 
  the points of defense are allocated when he buys 
  the power, and cannot change it thereaft er. For 
  example, a character who spent 20 Character Points 
  on Force Field could buy a 10 PD/10 ED Force 
  Field, or an 8 PD/12 ED Force Field, or a 15 PD/5 
  ED Force Field — but once he deﬁ nes the points 
  of defense, he cannot change them. A Force Field 
  only protects the character with the Power and his 
  Foci (if any), not anyone else or any other objects 
  he carries.
  FTL TABLE
   
  Points 
  Velocity 
  Approximation
   
  10 
  1 Light Year/year 
  Th e speed of light
   
  12 
  2 Light Years/year
   
  14 
  4 Light Years/year 
  1 LY/season
   
  16 
  8 Light Years/year
   
  18 
  16 Light Years/year 
  1 LY/month
   
  20 
  32 Light Years/year
   
  22 
  64 Light Years/year 
  1 LY/week
   
  24 
  128 Light Years/year
   
  26 
  250 Light Years/year
   
  28 
  500 Light Years/year 
  1 LY/day
   
  30 
  1,000 Light Years/year
   
  32 
  2,000 Light Years/year
   
  34 
  4,000 Light Years/year
   
  36 
  8,000 Light Years/year 1 LY/hour
   
  ...and so forth
  FLASH TABLE
  Sense Group 
  Cost per 1d6
  Targeting (Sight) 
  5 Character Points
  Nontargeting (all others) 
  3 Character Points
   EXAMPLE POWERS
  LIGHT BLAST
  Effect:  Sight Group Flash 
  10d6
  Target:  One character
  Duration:  Instant
  Range:  250”
  END:  5
  Sight Group Flash 10d6 
  (50 Active Points). Total 
  cost:  50 points.
  WIZARD’S FLIGHT SPELL
  Effect:  Flight 12”
  Target:  Self
  Duration:  Constant
  Range:  Self
  END:  3
  Flight 12”, x4 Noncom-
  bat (29 Active Points); 
  OAF Expendable 
  (feather from a griﬃ  n’s 
  wing; -1¼), Gestures 
  (-¼), Incantations (-¼), 
  Requires A Magic Skill 
  Roll (-½). Total cost:  9 
  points.
  WINGS
  Effect:  Flight 10”
  Target:  Self
  Duration:  Constant
  Range:  Self
  END:  2
  Flight 10” (20 Active 
  Points); Restrainable 
  (character cannot use 
  Flight if Grabbed or 
  Entangled; -½). Total 
  cost:  13 points.
  PROTECTION FROM FIRE
  Effect:  Force Field (20 ED)
  Target:  Self
  Duration:  Constant
  Range:  Self
  END:  2
  Force Field (20 ED) (20 
  Active Points); Only 
  Works Against Fire (-½). 
  Total cost:  13 points.
  
  52 ■ Character Creation
  Hero System 5th Edition
  FORCE WALL
  Type: 
  Standard Power/Defense Power
  Duration: 
  Constant
  Range: 
  5” x Active Points
  Costs END: Yes
  Cost: 
  5 Character Points for every 2 points of 
   
  Resistant Defense; +1” width or height 
   
  for every 2 Character Points
  A character with Force Wall can create a “wall” 
  that provides Resistant Defense. Some examples of 
  Force Walls include protective screens of energy, force 
  domes, or walls of enchanted ﬁ re.
  Unlike a Force Field, which only protects the 
  character, a Force Wall can protect multiple characters 
  at once — it depends on how big the Wall is, where it’s 
  located, and so forth. A character can create a Force 
  Wall at Range, making it a useful tool for protecting 
  his friends, sealing oﬀ  an open door, and the like. (this 
  requires an Attack Action and an Attack Roll against 
  the DCV 3 of the target hex).
  A Force Wall can provide Resistant PD, Resistant 
  ED, or both. Th e character must deﬁ ne how the points 
  of defense are allocated when he buys the power, and 
  cannot change it thereaft er. For example, a character 
  who spent 40 Character Points on Force Wall could 
  buy an 8 PD/8 ED Force Wall, or a 4 PD/12 ED Force 
  Wall, or a 10 PD/6 ED Force Wall — but once he 
  deﬁ nes the points of defense, he cannot change them.
  A standard Force Wall is 1” (three hex sides) 
  long and 1” high. A character can make his Force Wall 
  larger or taller by spending more Character Points on 
  it.  If the Force Wall is long enough for the character 
  to join its ends, the top and bottom are considered 
  covered as well.
  Attacks treat Force Walls like real walls which 
  have 0 BODY (see Breaking Th ings, page 107). An 
  attack (whether from the inside or the outside) must 
  penetrate the Force Wall to continue to its target. 
  Compare the BODY damage rolled by the attack to 
  the appropriate defense of the Force Wall:
  ■ 
  If the BODY of the attack is equal to or less than 
  the Force Wall’s appropriate defense, the attack 
  doesn’t break through the Force Wall and no 
  STUN or BODY gets through at all.
  ■ 
  If the BODY of the attack is greater than the 
  Force Wall’s appropriate defense, it breaks down 
  the Wall; subtract the Wall’s appropriate defense 
  from the BODY and STUN of the attack and 
  apply the remaining damage to the target nor-
  mally. Th e Force Wall collapses and no longer 
  provides any defense, but the character can create 
  it again by re-activating the power (a Zero-Phase 
  Action).
  A Force Wall acts like a real wall — attacks won’t 
  penetrate in either direction until the attack’s BODY 
  damage exceeds the Force Wall’s appropriate defense. 
  Th is means a character can’t eﬀ ectively shoot through 
  his own Force Wall with attacks that do BODY 
  damage unless he wants to break the Wall. Alternately, 
  the GM can allow the character to buy an attack with 
  the Advantage Indirect (+¼) so that it bypasses the 
  Force Wall.
  Force Walls are usually immobile:  once set up 
  they stay in place. However, a character can make 
  himself the “center” of his Force Wall; the Force Wall 
  then moves with him as he moves. Moving Force 
  Walls have 0 STR — characters cannot use them to 
  push people aside or perform Move Th roughs.
  GLIDING
  Type: 
  Movement Power
  Duration: 
  Constant
  Range: 
  Self Only
  Costs END: No
  Cost: 
  1 Character Point for every 1” Gliding
  A character with Gliding can glide through the 
  air. Some examples of Gliding include hanggliders, 
  a superhero’s glider-cape, or a spell which makes a 
  character lighter than air.
  From the ground, a character starts Gliding 
  with a velocity and altitude equal to his upward 
  leap in inches. Gaining altitude is up to the GM; 
  doing it slowly by using thermal updrafts is 
  usually easy. While in the air, a character must 
  drop 1” per Phase to maintain his forward Glid-
  ing velocity (and may, at the GM’s option, have 
  to make a DEX Roll to go precisely where he 
  wants). Gliding does not use normal acceleration 
  rules; instead, acceleration is +1” velocity per 1” 
  of altitude lost.
  GROWTH
  Type: 
  Size Power/Body-Affecting Power
  Duration: 
  Constant
  Range: 
  Self Only
  Costs END: Yes
  Cost: 
  See Growth Table
  A character with this Size Power can increase 
  his size, making himself taller, heavier, stronger, 
  and tougher. Th e accompanying table describes 
  the eﬀ ects of Growth. A character using Growth 
  may have trouble ﬁ tting into cars or buildings.
  GROWTH TABLE
  Points Of 
  Growth
  Height 
  (hexes)
  Width (hexes)
  Mass (KG)
  BODY 
  & STUN
  DCV
  PER Rolls 
  Against
  Additional 
  Reach
  STR
  KB
  0
  2m (1”)
  up to 1m (½”)
  up to 100
  +0
  -0
  +0
  +0
  +0
  -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
  45
  16m (8”)
  8m (4”)
  50,000
  +9
  -6
  +6
  +4”
  +45
  -9
  60
  32m (16”)
  16m (8”)
  400,000
  +12
  -8
  +8
  +8”
  +60
  -12
  75
  64m (32”)
  32m (16”)
  3,200,000
  +15
  -10
  +10
  +16”
  +75
  -15
  ...and so on
  FORCE WALL 
  EXAMPLE
  Arkelos has ED 6 and 
  is protected by a Force 
  Wall (10 PD/10 ED). 
  A ﬁ re elemental hurls 
  a blast of ﬂ ame (an 
  Energy attack) at him 
  which does 37 STUN, 
  9 BODY. Th e Force 
  Wall provides 10 ED 
  protection, and the 
  elemental’s attack does 
  only 9 BODY damage. 
  Since the damage is less 
  than the defense, none 
  of the STUN or BODY 
  damage gets through 
  — Arkelos is completely 
  unharmed.
  Suppose the attack did 
  37 STUN, 11 BODY 
  instead. Since the BODY 
  damage is greater than 
  the Force Wall’s ED, the 
  attack breaks through 
  the Force Wall. Arkelos 
  takes (37-(10+6)) 21 
  STUN and (11-(10+6)) 
  0 BODY damage. His 
  Force Wall has now 
  collapsed and won’t 
  provide him with any 
  more protection until he 
  re-creates it.
  EXAMPLE POWERS
  ENERGY BARRIER 
  BRACERS
  Effect:  Force Wall (10 
  PD/10 ED)
  Target:  Varies
  Duration:  Constant
  Range:  300”
  END:  6
  Force Wall (10 PD/10 
  ED, up to 5” long and 2” 
  tall) (60 Active Points); 
  OIF (-½). Total cost:  40 
  points. 
  GLIDER CAPE
  Effect:  Gliding 8”
  Target:  Self
  Duration:  Constant
  Range:  Self
  END:  0
  Gliding 8” (8 Active 
  Points); OAF (-1). Total 
  cost:  4 points
  
  53 
  Sidekick ■ Chapter One
  HANDTOHAND ATTACK
  Type: 
  Standard Power/Attack Power
  Duration: 
  Instant
  Range: 
  No Range
  Costs END: Yes
  Cost: 
  Every +1d6 Hand-To-Hand Combat
   
  damage costs 5 Active Points with a
   
  mandatory -½ Limitation
  A character with Hand-To-Hand Attack (HA) 
  does increased damage in HTH combat. Some 
  examples of HA include clubs, especially powerful 
  (or mystically enhanced) punches, or energized 
  gauntlets which improve a character’s punch.
  Each die of HA adds directly to a character’s 
  dice of Normal Damage from his STR (see page 
  16). To buy an HA, a character spends 5 Active 
  Points per 1d6, and applies any Advantages to 
  derive an Active Point total. He then applies a 
  mandatory -½ Limitation, Hand-To-Hand Attack 
  (plus any other Limitations taken for the Power) to 
  derive a Real Cost. Th is Limitation signiﬁ es 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 
  suﬀ ered 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. Th e 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 ﬁ rst application to have any 
  eﬀ ect, and the second application of Healing only 
  aﬀ ects the subject to the extent it exceeds the ﬁ rst 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). 
  Th is 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
  works again and again, every Post-Segment 12; it 
  doesn’t have to wait a day to apply again to the same 
  wound.
  IMAGES
  Type: 
  Standard Power/Attack Power/Sense-
   
  Affecting Power
  Duration: 
  Constant
  Range: 
  5” x Active Points
  Costs END: Yes
  Cost: 
  See Images Table
  A character with Images can create images 
  which other characters can perceive with the 
  appropriate Sense Group (usually the Sight Sense 
  Group). Some examples of Images include holo-
  grams and spells of illusion. When a character pur-
  chases Images, he pays for three things:  the Sense 
  Group the Images can aﬀ ect; the size of the Images 
  (how large they can be); and, if desired, penalties to 
  onlookers’ PER Rolls (making it harder to discover 
  the Images aren’t real).
  To project an Image, the character decides 
  what Image to produce, where to produce it, and 
  what actions (if any) the Image performs. He makes 
  an Attack Roll (against DCV 3) to place the center 
  of the Image in the target hex. If he succeeds, all 
  characters with Line Of Sight notice the Image and 
  may make a PER Roll (with the modiﬁ ers listed on 
  the Images Table and Perception Modiﬁ ers Table). 
  Th e more complex the Image, the easier it is to rec-
  ognize as a fake.
  If an observer misses his modiﬁ ed PER Roll, 
  he believes the Image is real. If an observer makes 
  his modiﬁ ed PER Roll, he perceives the Image but 
  knows it’s not real.
  Images cannot cause any physical eﬀ ects, 
  are intangible (unless they aﬀ ect the Touch Sense 
  Group), and can never cause damage or hold 
  objects oﬀ  the ground.
  INVISIBILITY
  Type: 
  Standard Power/Sense-Affecting Power
  Duration: 
  Constant
  Range: 
  Self Only
  Costs END: Yes
  Cost: 
  See Invisibility Table
  A character with Invisibility can become invis-
  ible to one Sense Group (usually the Sight Sense 
  Group). Some examples of Invisilibity include a 
  “stealth plane” that’s Invisible to radar or a magic 
  ring that lets the wearer fade from sight.
  An Invisible character has a “fringe” around 
  himself. Others may perceive the fringe with a 
  normal PER Roll at a range of 1” or less. Th e charac-
  ter can pay +10 Character Points to have no fringe.
  In combat, Invisibility oft en makes the char-
  acter harder to hit, and can make it much easier 
  for him to obtain bonuses for Surprise attacks 
  (see pages 86, 93). However, Invisibility does not 
  automatically make a character’s attacks or other 
  Powers Invisible as well (that requires the Advan-
  tage Invisible Power Eﬀ ects; see page 64).
  KILLING ATTACK  HANDTOHAND
  Type: 
  Standard Power/Attack Power
  Duration: 
  Instant
  Range: 
  No Range
  Costs END: Yes
  Cost: 
  15 Character Points for every 1d6 Killing
   
  Attack
  A character with Hand-To-Hand Killing Attack 
  (HKA) can make an attack in HTH Combat which 
  causes Killing Damage (see page 97). Some exam-
  ples of HKA include claws, knives, and laser swords.
  To use HKA, a character states his target and 
  makes an Attack Roll. If he succeeds, he rolls his 
  dice to determine the damage done (see page 97). 
  He gets +1d6 to his HKA for every 15 points of 
  STR used with it, to a maximum of double the 
  number of dice he bought. For example, a character 
  who buys HKA 2d6 could increase it to as much 
  as HKA 4d6 with STR (if he had 30 STR or more), 
  but could not increase it to more than HKA 4d6 no 
  matter how much STR he has.
  IMAGES SUMMARY TABLE
  Sense Group 
  Cost To Fill One Hex
  Targeting (Sight) 
  10 Character Points
  Nontargeting (all others) 
  5 Character Points
  Extra Radius 
  Cost per +1” Radius
  Any type of Sense 
  +¼ Advantage
  Decreased PER Roll 
  Cost
  -1 to target’s PER Rolls 
  3 Character Points
  INVISIBILITY 
  SUMMARY TABLE
  Sense Group 
  Cost
  Targeting (Sight) 
  20 Character Points
  Nontargeting (all others) 
  10 Character Points
  Modiﬁ ers 
  Cost
  No Fringe 
  +10 Character Points
  PERCEPTION 
  MODIFIERS TABLE
  PER Roll 
  Bonus
  Image
  +0
  Very Simple Image:  an unmoving object; a 
  single odor or musical note
  +2
  Simple Image:  a ball rolling, a simple 
  melody
  +4
  Complex Image:  a man walking, a conver-
  sation, the smells of a hamburger
  +6
  Multiple Complex Images:  a football team 
  in action, an orchestral symphony, the smells 
  of Th anksgiving dinner
  HEALING EXAMPLE
  Hemdring suﬀ ers a 
  wound in combat that 
  does 21 STUN, 7 BODY. 
  Friar Hengist uses his 
  Spell Of Curing (Healing 
  4d6) to heal the injury. 
  He rolls 15 STUN, 4 
  BODY on his Healing 
  dice, so now Hemdring 
  is only down 6 STUN, 
  3 BODY. Father Geof-
  frey decides to apply his 
  own Spell Of Curing to 
  Hemdring’s wound. He 
  rolls 17 STUN, 5 BODY. 
  His Healing only helps 
  Hemdring to the extent 
  that it exceeds the ﬁ rst 
  Healing — 2 STUN, 1 
  BODY. So, Hemdring still 
  has a total of 4 STUN, 2 
  BODY damage. In a day, 
  both Friar Hengist and 
  Father Geoﬀ rey can try 
  their Healing spells on 
  Hemdring’s wound again.
  EXPANDING IMAGES
  Sometimes a character 
  may want to create an 
  Image that aﬀ ects more 
  than one Sense Group 
  — for example, an “Illu-
  sion Spell” that creates 
  an Image other people 
  can both see and hear. 
  At the GM’s option, a 
  character who buys Sight 
  Group Images can add 
  other Sense Groups for 
  a cost of +5 Character 
  Points each.  In this case, 
  any purchased PER Roll 
  modiﬁ ers apply to all 
  Sense Groups the Image 
  aﬀ ects. For example:
  ILLUSIONARY DUPLICATE 
  SPELL
  Effect:  Images
  Target:  1” radius
  Duration:  Constant
  Range:  150”
  END:  3
  Sight and Hearing Group 
  Images, -5 to PER Rolls 
  (30 Active Points); OAF 
  Expendable (handheld 
  mirror; -1¼), Gestures 
  (-¼), Incantations (-¼), 
  Requires A Magic Skill 
  Roll (-½), Set Eﬀ ect (can 
  only create an illusionary 
  duplicate of the caster; 
  -1). Total cost:  7 points.
  
  55 
  Sidekick ■ Chapter One
  KILLING ATTACK  RANGED
  Type: 
  Standard Power/Attack Power
  Duration: 
  Instant
  Range: 
  5” x Active Points
  Costs END: Yes
  Cost: 
  15 Character Points for every 1d6 Killing
   
  Attack
  A character with Ranged Killing Attack (RKA) 
  can make an attack in Ranged Combat which 
  causes Killing Damage (see page 97). Some exam-
  ples of RKA include bullets, arrows, lasers, and 
  throwing knives.
  To use RKA, a character states his target and 
  makes an Attack Roll. If he succeeds, he rolls his 
  dice to determine the damage done (see page 97).
  KNOCKBACK RESISTANCE
  Type: 
  Special Power/Defense Power
  Cost: 
  Persistent
  Range: 
  Self Only
  Costs END: No
  Cost: 
  2 Character Points for every -1” of 
   
  Knockback
  A character with Knockback Resistance reduces 
  the Knockback he takes from attacks.  Each -1” of 
  Knockback Resistance costs 2 Character Points, and 
  reduces both the inches traveled and the amount of 
  damage done by Knockback (see page 99).
  LEAPING
  Type: 
  Movement Power
  Duration: 
  Constant
  Range: 
  Self Only
  Costs END: Yes
  Cost: 
  1 Character Points for every +1” Leap
  A character with Leaping can leap great dis-
  tances. Examples of Leaping include characters 
  with super-strong leg muscles, a martial artist’s 
  phenomenal leaping ability, or spring-boots.
  Purchased inches of Leaping add to a charac-
  ter’s base inches of leaping from STR (1” forward 
  for every 5 STR [and half distance upward]; see 
  page 17). In combat, leaps are identical to Flight, 
  except the character must indicate the target hex 
  for his leap when he begins his leap, and he cannot 
  change direction in mid-leap.
  LIFE SUPPORT
  Type: 
  Standard Power
  Duration: 
  Persistent
  Range: 
  Self Only
  Costs END: No
  Cost: 
  See Life Support Table
  A character with Life Support can operate in 
  unfriendly or deadly environments without harm, 
  and/or needs reduced resources to maintain his 
  health and life. Examples of Life Support include 
  gas masks, SCUBA gear, elixirs of eternal youth, 
  and taking tiny doses of a poison to build up an 
  immunity to its eﬀ ects. Th e Life Support Table 
  shows the Character Point cost for various types of 
  Life Support.
  A character with a Safe Environment Life Sup-
  port does not take damage from that type of envi-
  ronmental condition, or from a Change Environ-
  ment which creates that condition. However, he still 
  takes damage from attacks with that special eﬀ ect, 
  due to the sudden system shock.
  LUCK
  Type: 
  Special Power
  Duration: 
  Persistent
  Range: 
  Self Only
  Costs END: No
  Cost: 
  5 Character Points for every 1d6 of Luck
  Th is Power represents a quality of fate which 
  helps events turn out in a character’s favor. Th e GM 
  indicates when a character with Luck should make 
  a Luck Roll. Each “6” rolled on the Luck dice counts 
  LIFE SUPPORT TABLE
   Cost  
  Effect
   
  5 
  Breathe Underwater:  Th e character can breathe normally underwater.
   10 
  Self-Contained Breathing:  Th e character’s breathing is self-contained (he doesn’t need to breathe at all).
   
  3 
  Diminished Eating:  Th e character does not have to eat or drink.
   
  3 
  Diminished Sleep:  Th e character does not have to sleep.
   1-2 
  Safe Environment:  Th e character is safe in the following environments:
   
   
  Cost 
  Environment
   
   
  2 
  Character is safe in Low Pressure/Vacuum
   
   
  1 
  Character is safe in High Pressure
   
   
  2 
  Character is safe in High Radiation
   
   
  2 
  Character is safe in Intense Cold
   
   
  2 
  Character is safe in Intense Heat
   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:  Th e character is immune to the eﬀ ects 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.
   EXAMPLE POWERS
  STEALTH SUIT
  Effect:  Invisibility (Sight)
  Target:  Self
  Duration:  Constant
  Range:  Self
  END:  0
  Invisibility to Sight 
  Group, Reduced Endur-
  ance (0 END; +½) (30 
  Active Points); IIF (-¼). 
  Total cost:  24 points.
  QUESTIONITE CLAWS
  Effect:  HKA 2d6, AP
  Target:  One character
  Duration:  Instant
  Range:  No Range
  END:  0
  HKA 2d6 (up to 4d6 
  with STR), Armor 
  Piercing (+½), Reduced 
  Endurance (0 END; 
  +½) (60 Active Points); 
  OIF (-½). Total cost:  40 
  points.
  LASER PISTOL
  Effect:  RKA 2d6, AP
  Target:  One character
  Duration:  Instant
  Range:  225”
  END:  12 Charges
  RKA 2d6, Armor Pierc-
  ing (+½) (45 Active 
  Points); OAF (-1), Does 
  No Knockback (-¼), 12 
  Charges (-¼). Total cost:  
  18 points.
  GAS MASK
  Effect:  Life Support 
  (Self-Contained Breath-
  ing)
  Target:  Self
  Duration:  Persistent
  Range:  Self
  END:  0
  Life Support (Self-Con-
  tained Breathing) (10 
  Active Points); OAF
  (-1). Total cost:  5 points.
  
  56 ■ Character Creation
  Hero System 5th Edition
  as 1 point of Luck. Th e GM then decides what (if 
  any) lucky event happens to a character. Th e more 
  points of Luck the character rolled, the luckier he 
  should be. One point of Luck means something 
  minor but helpful (like ﬁ nding a previously-over-
  looked clue); three or more points of Luck could 
  lead to incredible coincidences and nigh-miracu-
  lous deﬁ ance of probability.
  MENTAL DEFENSE
  Type: 
  Special Power/Defense Power
  Duration: 
  Persistent
  Range: 
  Self Only
  Costs END: No
  Cost: 
  1 Character Point for every 1 point of
   
  Mental Defense (the character may also
   
  add a number of points equal to his
   
  EGO/5 to those purchased)
  A character with Mental Defense is resistant 
  to mental attacks — he can withstand some of the 
  eﬀ ects of Mental Powers (such as Ego Attack, Mind 
  Control, or many Powers bought Based On ECV). 
  Some examples of Mental Defense include psionic 
  shields or extremely strong willpower.
  Each point of Mental Defense is subtracted 
  from the total rolled on the Eﬀ ect Roll for Mental 
  Powers before those Powers are applied to the 
  character.
  MENTAL ILLUSIONS
  Type: 
  Mental Power/Attack Power
  Duration: 
  Instant
  Range: 
  Line Of Sight
  Costs END: Yes
  Cost: 
  5 Character Points for every 1d6 Mental 
   
  Illusions
  A character with this Mental Power can proj-
  ect illusions directly into an opponent’s mind. Some 
  examples of Mental Illusions include psionic illu-
  sion powers and hallucination-inducing drugs.
  To use Mental Illusions, the character makes 
  an ECV Attack Roll. If successful, he deﬁ nes the 
  illusion he wants the target to perceive, and the 
  GM determines what level of eﬀ ect he needs on the 
  Mental Illusions Eﬀ ects Table to create that illusion. 
  Th e character then makes a standard Eﬀ ect Roll 
  (page 39), subtracts the target’s Mental Defense (if 
  any), and compares the result to the Mental Illu-
  sions Eﬀ ects Table. If the Eﬀ ect Roll is not suﬃ  cient 
  to reach the desired level, the attack has no eﬀ ect, 
  but it does alert the target. If the Eﬀ ect Roll is high 
  enough to achieve the desired eﬀ ect, the illusion 
  is established in the target’s mind; the target won’t 
  know he’s experiencing an illusion until he suc-
  ceeds with a Breakout Roll.
  On the target’s ﬁ rst Phase aft er a Mental Illu-
  sion is established, he may attempt to see through 
  or “disbelieve” the illusion by making a Breakout 
  Roll (page 40). Th e target remains under the inﬂ u-
  ence of the illusion (at the given level) until he 
  succeeds with a Breakout Roll — but since he gets a 
  Breakout Roll on his ﬁ rst Phase aft er being aﬀ ected, 
  he always gets one attempt to shake oﬀ  the Illusion’s 
  eﬀ ects before he can take any actions based on it.
  Th e target of a Mental Illusion receives a 
  chance to make another Breakout Roll (with a 
  bonus to the roll) if the illusion performs in a way 
  which does not meet his expectations (for example, 
  if an illusory loved one does not recognize him). At 
  the GM’s discretion, he receives additional bonuses 
  to his roll if other persons try to “snap him out of it.”
  MIND CONTROL
  Type: 
  Mental Power/Attack Power
  Duration: 
  Instant
  Range: 
  Line Of Sight
  Costs END: Yes
  Cost: 
  5 Character Points for every 1d6 Mind
   
  Control
  A character with this Mental Power can take 
  control of another character’s mind, and thus of his 
  actions. Examples of Mind Control include psionic 
  domination powers, some forms of brainwashing, 
  and hypnosis.
  To use Mind Control, the character makes an 
  ECV Attack Roll. If successful, he gives the target an 
  order (the character must have some way to com-
  municate the order to his target, such as his voice 
  or Telepathy; otherwise, he cannot establish Mind 
  Control). Th e GM determines what level of eﬀ ect the 
  character needs on the Mind Control Eﬀ ects Table 
  to establish that control, based on how agreeable the 
  target is to the command. Th e character then makes 
  a standard Eﬀ ect Roll (page 39), subtracts the target’s 
  Mental Defense (if any), and compares the result to 
  the Mind Control Eﬀ ects Table. If the Eﬀ ect Roll is 
  insuﬃ  cient to reach the desired level, the attack has 
  no eﬀ ect, but it does alert the target. If the Eﬀ ect Roll 
  is suﬃ  cient to achieve the desired eﬀ ect, the char-
  acter establishes control over the target’s mind; the 
  target will not be aware that he’s experiencing Mind 
  Control until he succeeds with a Breakout Roll.
  On the target’s ﬁ rst Phase aft er Mind Control 
  is established, he may attempt to break free from 
  the control by making a Breakout Roll (page 40). 
  He remains under the inﬂ uence of the control (at 
  the given level) until he succeeds with a Breakout 
  Roll. However, since he gets a Breakout Roll on 
  his ﬁ rst Phase aft er being aﬀ ected, he always gets 
  one attempt to shake oﬀ  the Mind Control’s eﬀ ects 
  before he can take any actions based on it.
  MENTAL ILLUSIONS 
  EFFECTS TABLE
  Total rolled on 
  dice minus 
  Mental DEF is:
  Effect
  Greater than EGO
  Cosmetic changes to setting
  EGO + 10
  Major changes to setting
  EGO + 20
  Completely alters setting
  EGO + 30
  Character no longer interacts 
  with real environment
  Modiﬁ ers (can be applied at any level)
  -10
  Illusion matches target’s 
  Psychological Limitations
  +10
  Illusion contradicts target’s 
  Psychological Limitations
   EXAMPLE POWERS
  PSI-SHIELD HELMET
  Effect:  Mental Defense 
  (10 points + EGO/5)
  Target:  Self
  Duration:  Persistent
  Range:  Self
  END:  0
  Mental Defense (10 
  points plus wearer’s 
  EGO/5) (10 Active 
  Points);  OIF (-½). Total 
  cost:  7 points.
  MINDSCAPES
  Effect:  Mental Illusions 
  12d6
  Target:  One character
  Duration:  Instant
  Range:  Line Of Sight
  END:  0
  Mental Illusions 12d6, 
  Reduced Endurance (0 
  END; +½) (90 Active 
  Points). Total cost:  90 
  points.
  CUPID’S DART
  Effect:  Mind Control 12d6
  Target:  One character
  Duration:  Instant
  Range:  Line Of Sight
  END:  6
  Mind Control 12d6 (60 
  Active Points); OAF 
  (-1), Only To Control/
  Inﬂ ict Love (-1).  Total 
  cost:  20 points.
  CHARM OTHERS SPELL
  Effect:  Mind Control 10d6
  Target:  One character
  Duration:  Instant
  Range:  Line Of Sight
  END:  5
  Mind Control 10d6 (50 
  Active Points); OAF 
  (wizard’s staﬀ ; -1), Ges-
  tures (-¼), Incantations 
  (-¼), Requires A Magic 
  Skill Roll (-½). Total 
  cost:  17 points.
  
  57 
  Sidekick ■ Chapter One
  If a character is put under Mind Control at 
  a given level, and the situation later changes to 
  require a higher level of Mind Control, then he gets 
  to make another Breakout Roll with a +2 bonus 
  to his EGO Roll per level of change on the table. 
  For example, if a character was given an EGO +10 
  command, and the situation changed to require an 
  EGO+30 eﬀ ect, the character would receive a +4 
  bonus to his EGO Roll.
  MIND LINK
  Type: 
  Mental Power
  Duration: 
  Persistent
  Range: 
  Line Of Sight
  Costs END: No
  Cost: 
  See Mind Link Table
  A character with Mind Link, a variation of 
  Telepathy, can set up a speciﬁ c link with a willing 
  mind for instant mental communication. Th e 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 modiﬁ ers 
  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. Th e 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).
  MIND SCAN
  Type: 
  Mental Power/Sensory Power
  Duration: 
  Constant
  Range: 
  Planetary (can be used to ﬁ nd a mind 
   
  anywhere on the same planet)
  Costs END: Yes
  Cost: 
  5 Character Points for every 1d6 Mind
   
  Scan; +1 ECV with Mind Scan for
   
  +2 Character Points
  A character with this Mental Power can men-
  tally search an area to ﬁ nd another mind.
  To use Mind Scan, the character deﬁ nes the 
  MIND CONTROL 
  EFFECTS TABLE
  Total rolled on 
  dice minus Mental 
  Defense:
  Effect
  Greater than EGO
  Target will perform actions he 
  is inclined to perform anyway
  EGO +10
  Target will perform actions he 
  wouldn’t mind doing
  EGO +20
  Target will perform actions he 
  is normally against doing
  EGO +30
  Target will perform actions he 
  is violently opposed to doing
  Modiﬁ ers (can be applied at any level)
   -5
  Order is worded in an excep-
  tionally convincing manner
   +5
  Order is poorly conceived or 
  contradictory
  -10
  Order matches target’s 
  Psychological Limitations
  +10
  Order contradicts target’s 
  Psychological Limitations
  +10
  Target will not remember 
  actions
  +20
  Target will remember actions 
  and think they were natural
  MIND LINK TABLE
  Cost
  Number Of Minds
  5
  Character can Link with a single mind, deﬁ ned 
  when he buys the power
  10
  Character can Link with any one mind in a 
  group of minds, deﬁ ned when he buys the 
  power (e.g., everyone in a family; everyone on 
  a superteam)
  15
  Character can Link with any one mind
  Cost
  Number Of Minds In Link At Once
  +5
  Character can Link with two minds at once
  +10
  Character can Link with four minds at once
  +15
  Character can Link with eight minds at once
  ...and so forth (+5 points per x2 minds)
  Cost
  Modiﬁ ers
  +0
  Mind Link has a planetary range
  +5
  Mind Link has unlimited range in this 
  dimension
  +10
  Mind Link can reach into other dimensions
  +10
  Character can establish Mind Link without 
  Line Of Sight (planetary range)
   EXAMPLE POWERS
  BROTHERHOOD OF 
  TARAMAK’S MENTAL 
  BOND
  Effect:  Mind Link (any 
  four minds within the 
  Brotherhood)
  Target:  Self
  Duration:  Persistent
  Range:  Planetary
  END:  0
  Mind Link (any four 
  minds of priests belong-
  ing to the Brotherhood 
  of Taramak), No LOS 
  Required (30 Active 
  Points). Total cost:  30 
  points.
  MINDSEEKING
  Effect:  Mind Scan 12d6
  Target:  One character
  Duration:  Constant
  Range:  Planetary
  END:  0
  Mind Scan 12d6, 
  Reduced Endurance (0 
  END; +½) (90 Active 
  Points). Total cost:  90 
  points.
  
  58 ■ Character Creation
  Hero System 5th Edition
  area (of any size) he wishes to scan. He makes an 
  ECV Attack Roll versus the DECV of the target 
  mind. However, his OECV suﬀ ers a penalty based 
  on the number of minds in the search area, as indi-
  cated on the Mind Scan Modiﬁ ers Table.
  If the ECV Attack Roll fails, the character 
  cannot make contact with the target. If the roll suc-
  ceeds, he determines the general location and pres-
  ence of the target.
  Aft er a successful ECV Attack Roll, the character 
  declares the desired Mind Scan level and makes a 
  standard Eﬀ ect Roll (page 39) using the Mind Scan 
  Eﬀ ects Table. If the Eﬀ ect Roll is not enough to reach 
  the desired level, the Mind Scan has no eﬀ ect — the 
  target cannot be contacted mentally, and no “lock-on” 
  is established, but the target knows someone is men-
  tally scanning for him. If the Eﬀ ect Roll is enough to 
  achieve the desired eﬀ ect, the character has “locked 
  on” to the target with Mind Scan. Th e target can 
  make Breakout Rolls (page 40) in the usual manner. 
  Whether the Breakout Roll succeeds, the target 
  knows someone is searching for him with Mind Scan.
  Once established, a Mind Scan lock-on is a two-
  way circuit. If the character can mentally attack his 
  target, then his target can mentally attack him; if he 
  knows where his target is, his target knows where 
  he is. Two characters can carry on a long-distance 
  mental duel through Mind Scan.
  MULTIFORM
  Type: 
  Standard Power/Body-Affecting Power
  Duration: 
  Persistent
  Range: 
  Self Only
  Costs END: No
  Cost: 
  1 Character Point for every 5 Character 
   
  Points in the most expensive form; 2x the 
   
  number of forms for +5 Character Points
  A character with this Standard Power can 
  change his original form into one or more other 
  forms, each with its own abilities, personality, and 
  Characteristics. Examples include a werewolf’s 
  power to switch between human and lupine forms, 
  a character whose suit of armor can “reconﬁ gure” 
  itself into many diﬀ erent types of armor; and a 
  wizard’s ability to assume the form of any animal.
  Th e player must choose one of the character’s 
  forms to be the “true form.”  Th e true form can be 
  any of the character’s forms, depending upon char-
  acter conception. Th e cost for Multiform, which 
  only the true form pays for, is 1 Character Point for 
  every 5 Character Points the most expensive form 
  is built with (including points from Disadvantages), 
  +5 Character Points for every 2x the number of 
  forms of equal or lesser cost.
  Each form a character can change into is as 
  free-willed as the original character. Th e player 
  must have a complete character sheet for each form. 
  Forms may have diﬀ erent abilities, personalities, or 
  Disadvantages than the true form or each other, if 
  the player so desires. A character’s forms are built 
  on the same Base Points as the true form (or fewer 
  points, if the player so desires). Each form must 
  take suﬃ  cient Disadvantages to balance out its cost 
  (just like building any other character).
  MIND SCAN 
  MODIFIERS TABLE
  Number Of People
  Modiﬁ er
  1 (Freelance Game Designer)
  0
  10 (Small Gaming Company)
  -2
  100 (Th eater)
  -4
  1,000 (Apartment Building)
  -6
  10,000 (Small Town)
  -8
  100,000 (Large Town; Super Bowl)
  -10
  1,000,000 (Major Metropolis)
  -12
  10,000,000 (State)
  -14
  100,000,000 (Large Country)
  -16
  1,000,000,000 (Continent)
  -18
  10,000,000,000 (Large Planet)
  -20
  ...and so forth
  Nature Of Minds
  Familiar mind
  +1 to +5
  Unfamiliar mind
  -1 to -5
  Strange, unique, or powerful mind
  +1 or more
  MIND SCAN 
  EFFECTS TABLE
  Total rolled 
  on  dice minus 
  Mental DEF is:
  Effect
  Greater than EGO
  Mentalist can establish Mind 
  Link or use ﬁ rst level of Telepathy 
  (communication). He also knows 
  in which direction the target is 
  located.
  EGO +10
  Mentalist can use all Mental 
  Powers on target, and can estimate 
  the general distance to the target.
  EGO +20
  Mentalist knows the exact location 
  of the target. He can attack with all 
  attacks. If he wishes to attack the 
  target with a non-Mental Power, 
  the attack must be able to reach 
  the target.
  Modiﬁ ers (can be applied at any level)
  +20
  Mind Scan is undetectable by target
  SHAPE SHIFT
  At the GM’s option, a character can buy a special ver-
  sion of Multiform called Shape Shift . Shape Shift  allows 
  a character to change his form — the way he looks, 
  feels, sounds, smells, and so forth — but not change his 
  powers, Characteristics, or the like.
  Shape Shift  costs 20 Character Points for the ability to 
  shift  shape into a single alternate form, deﬁ ned when 
  the character purchases the power. For +10 Character 
  Points, the character can shift  shape into a Limited 
  Group of forms, deﬁ ned when the character purchases 
  the power. For +20 Character Points (a total cost of 40 
  points), the character can shift  shape into any form. In 
  all cases, forms must be no more than +/-10% of the 
  character’s height and mass.
  Shape Shift  does not allow characters to imitate other 
  persons or objects unless the character pays an addi-
  tional +10 Character Points.
  Unlike normal Multiform, Shape Shift  costs END.
   EXAMPLE POWERS
  WEREWOLF FORM
  Effect:  Multiform (400-
  point wolfman form or 
  180-point giant wolf 
  form)
  Target:  Self
  Duration:  Persistent
  Range:  Self
  END:  0
  Multiform (assume 400-
  point wolfman form or 
  180-point giant wolf 
  form) (85 Active Points); 
  Extra Time (1 Turn to 
  activate; -¾), Can Only 
  Change Forms At Night 
  (-1). Total cost:  31 
  points.
  DRACOFORM AMULET
  Effect:  Multiform (1,000-
  point dragon form)
  Target:  Self
  Duration:  Persistent
  Range:  Self
  END:  0
  Multiform (assume 
  1,000-point dragon 
  form) (200 Active 
  Points); OIF (-½), Extra 
  Time (Full Phase to acti-
  vate; -¼), 1 Charge (-2). 
  Total cost:  53 points.
  ULTIMATE DISGUISE
  Effect:  Shape Shift (any 
  humanoid form)
  Target:  Self
  Duration:  Persistent
  Range:  Self
  END:  0
  Shape Shift  (any human-
  oid form), Imitation, 
  Reduced Endurance (0 
  END; +½) (60 Active 
  Points); Extra Time 
  (Full Phase to activate; 
  -¼). Total cost:  48 
  points.
  
  59 
  Sidekick ■ Chapter One
  Changing from one form to another requires 
  a Half Phase. When a character shift s forms, the 
  STUN and BODY damage he has taken and the 
  END he has used do not disappear — they carry 
  over to the next form.
  POWER DEFENSE
  Type: 
  Special Power/Defense Power
  Duration: 
  Persistent
  Range: 
  Self Only
  Costs END: No
  Cost: 
  1 Character Point for every 1 point of
   
  Power Defense
  A character with Power Defense is especially 
  resistant to Drains, Transfers, Transforms, and 
  related attacks. When an attack against which 
  Power Defense applies is used on the character, he 
  subtracts his Power Defense from the attack. Any 
  remaining points of eﬀ ect in the attack apply nor-
  mally to him.
  RUNNING
  Type: 
  Movement Power
  Duration: 
  Constant
  Range: 
  Self Only
  Costs END: Yes
  Cost: 
  2 Character Points for every +1” of 
   
  Running
  A character with Running can run faster than 
  normal. Each +1” of Running purchased adds to 
  the character’s normal 6” of Running.
  SHRINKING
  Type: 
  Size Power/Body-Affecting Power
  Duration: 
  Constant
  Range: 
  Self Only
  Costs END: Yes
  Cost: 
  See Shrinking Table
  A character with Shrinking can decrease in 
  size, making it more diﬃ  cult for other characters 
  to see or attack him. See the accompanying table 
  for the eﬀ ects (the extra Knockback only aﬀ ects 
  distance traveled, not damage taken). Shrinking 
  does not aﬀ ect a character’s STR, movement, or 
  other abilities; they are just as powerful when he is 
  Shrunk as when he is normal height.
  SKILLS
  Type: 
  Special Power
  Duration: 
  Constant
  Range: 
  Self Only
  Costs END: No
  Cost: 
  As per the Skill
  With GM’s permission, a character can pur-
  chase Skills as Powers, with Power Modiﬁ ers. Th e 
  cost is computed as if the Skill were a Power.
  If a character buys a Characteristic-Based Skill 
  through a Focus, then the appropriate Character-
  istic is assumed to be 0. Th us an enchanted glove 
  with the Skill Sleight Of Hand would have a 0 DEX, 
  and the base Skill Roll would be 9 + DEX/5 = 9-.
  STRETCHING
  Type: 
  Standard Power/Body-Affecting Power
  Duration: 
  Constant
  Range: 
  Self Only
  Costs END: Yes
  Cost: 
  5 Character Points for every 1” Stretching
  A character with Stretching can stretch his 
  body, make HTH attacks at Range, and reach for 
  things which are a long distance away from him. 
  Some examples of Stretching include a character 
  with an elastic body or a robot with mechanical 
  servos that let it elongate its arms.
  Attacks made at Range with Stretching suﬀ er 
  no Range Modiﬁ er — the character is always con-
  sidered to be in HTH Combat. Stretching allows a 
  character to reach around walls or obstacles, reach 
  over or around a target to hit it from behind even 
  though the character is standing in front of him, 
  and so forth.
  Stretching does not allow a character to run 
  faster or squeeze under doors. To simulate those 
  abilities, the character should buy Running and/or 
  Desolidiﬁ cation with appropriate Limitations.
  SUPPRESS
  Type: 
  Adjustment Power/Attack Power
  Duration: 
  Constant
  Range: 
  5” x Active Points
  Costs END: Yes
  Cost: 
  5 Character Points for every 1d6 Suppress
  A character with Suppress can partially or 
  wholly neutralize another character’s Powers. Some 
  examples of Suppress include a mystic spell that 
  interferes with a character’s ability to move, or a 
  neuro-energy ﬁ eld preventing the use of all mutant 
  powers. Th e character must specify which Power 
  or Characteristic he can Suppress when he pur-
  chases Suppress.
  To use Suppress, the character makes an Attack 
  Roll. If successful, he rolls and totals the Suppress 
  dice, then subtracts the target’s Power Defense (if 
  any). Th e remaining total is the number of Active 
  Points of the target’s Power which stop working. A 
  Suppress remains in eﬀ ect as long as the attacker 
  pays END. When the character stops paying END, 
  all points which have been Suppressed immediately 
  “return” to the aﬀ ected character.
  SHRINKING TABLE
  Points of 
  Shrinking Height
  Mass
  PER Rolls 
  Against
  DCV
  KB
  0
  2m
  100 kg
  0
  +0
  +0
  10
  1m
  12.5 kg
  -2
  +2
  +3
  20
  .5m
  1.6 kg
  -4
  +4
  +6
  30
  .25m
  .2 kg
  -6
  +6
  +9
  40
  .125m
  .025 kg
  -8
  +8
  +12
  50
  .064m
  .0032 kg
  -10
  +10
  +15
  60
  .032m
  .0004 kg
  -12
  +12
  +18
   EXAMPLE POWERS
  HYPER-RUNNING
  Effect:  Running +24”
  Target:  Self
  Duration:  Constant
  Range:  Self
  END:  2
  Running +24” (30” 
  total), Reduced Endur-
  ance (½ END; +¼) (60 
  Active Points). Total 
  cost:  60 points.
  BECOME INSECT SIZE
  Effect:  Shrinking
  Target:  Self
  Duration:  Constant
  Range:  Self
  END:  6
  Shrinking (.032 m tall 
  [about 1 inch], .0004 kg 
  mass, -12 to PER Rolls 
  to perceive character, 
  +12 DCV, takes +18” 
  KB) (60 Active Points). 
  Total cost:  60 points.
  LOCKGUN
  Effect:  Lockpicking 14-
  Target:  One lock
  Duration:  Constant
  Range:  Self
  END:  0
  Lockpicking 14- (13 
  Active Points); OAF
  (-1). Total cost:  6 points.
  SPELL OF DIMINISHED 
  MAGICS
  Effect:  Suppress Magic 
  5d6
  Target:  One character
  Duration:  Constnt
  Range:  375”
  END:  7
  Suppress 5d6, all Magic 
  powers and spells 
  simultaneously (+2) 
  (75 Active Points); OAF 
  (wizard’s staﬀ ; -1), Ges-
  tures (-¼), Incantations 
  (-¼), Requires A Magic 
  Skill Roll (-½). Total 
  cost:  25 points.
  
  60 ■ Character Creation
  Hero System 5th Edition
  SWIMMING
  Type: 
  Movement Power
  Duration: 
  Constant
  Range: 
  Self Only
  Costs END: Yes
  Cost: 
  1 Character Point for every +1” of 
   
  Swimming
  A character with Swimming can swim on or 
  through water and other liquids. Each +1” of Swim-
  ming purchased adds to the character’s normal 2” 
  of Swimming.
  SWINGING
  Type: 
  Movement Power
  Duration: 
  Constant
  Range: 
  Self Only
  Costs END: Yes
  Cost: 
  1 Character Point for every 1” of
   
  Swinging
  A character with Swinging can swing great 
  distances from a line (assuming he has an appro-
  priately tall structure or object to attach his swin-
  gline to). Th e character can also move upwards by 
  climbing or pulling himself up a swingline. Some 
  examples of Swinging include jungle characters 
  who cross the jungle by swinging from vines and 
  arachnid-based superheroes who create their own 
  “webs” to swing from.
  TELEKINESIS
  Type: 
  Standard Power/Attack Power
  Duration: 
  Constant
  Range: 
  5” x Active Points
  Costs END: Yes
  Cost: 
  3 Character Points for every 2 points of 
   
  Telekinetic STR
  A character with Telekinesis (“TK”) can 
  manipulate objects at a distance. Some examples 
  of TK include psychokinesis (manipulating objects 
  with mental force) and magical spells which allow 
  wizards to move huge blocks of stone eﬀ ortlessly.
  A character can use Telekinetic STR any way 
  he can use normal STR — it can pick things up, 
  Grab characters, “squeeze” something, throw things, 
  or “punch” an opponent. (Normal rules for these 
  actions, including the Range Modiﬁ er, apply unless 
  the GM rules otherwise.) Telekinesis can move 
  an object a number of inches per Phase equal to 
  the number of inches which the Telekinetic could 
  throw the object (see page 18). However, a charac-
  ter can’t pick himself up with Telekinesis or grab a 
  ﬂ ying character and be dragged along.
  Th e GM may require a character with Tele-
  kinesis to make a DEX Roll to perform ﬁ ne work 
  (such as typing, threading a needle, or using 
  Lockpicking), or may forbid it entirely unless the 
  character pays +10 Character Points to buy Fine 
  Manipulation for his Telekinesis.
  TELEPATHY
  Type: 
  Mental Power
  Duration: 
  Instant
  Range: 
  Line Of Sight
  Costs END: Yes
  Cost: 
  5 Character Points for every 1d6 of
   
  Telepathy
  A character with Telepathy can read or send 
  thoughts. Some examples of Telepathy include clas-
  sic mind-reading abilities and some truth drugs.
  To use Telepathy, the character makes an ECV 
  Attack Roll. If successful, he declares the desired 
  Telepathy level, makes a standard Eﬀ ect Roll (page 
  39), subtracts the target’s Mental Defense (if any), 
  and compares the result to the Telepathy Table. If the 
  Eﬀ ect Roll isn’t suﬃ  cient to reach the desired level, the 
  attack has no eﬀ ect, but it does alert the target. If the 
  Eﬀ ect Roll is suﬃ  cient to achieve the desired eﬀ ect, 
  mental contact has been established with the target, 
  who may make a standard Breakout Roll (page 40). If 
  the Breakout Roll is made, the Telepathy fails, but the 
  target is aware of the attempt to read his mind. If the 
  Breakout Roll is not made, each Phase thereaft er the 
  telepath can search for one fact, or get the answer to 
  one question; the target will be aware of the fact that 
  his mind is being read with Telepathy.
  Telepathy cannot be used to alter or remove 
  another character’s memories or Psychological 
  Limitations. Doing that requires Mind Control (for 
  short-term eﬀ ects) or Transform (for long-term or 
  permanent eﬀ ects).
  TELEPORTATION
  Type: 
  Movement Power
  Duration: 
  Instant
  Range: 
  Self Only
  Costs END: Yes
  Cost: 
  2 Character Points for every 1” Telepor- 
   
  tation; 2x mass for +5 Character Points
  A character with this Movement Power can 
  move from one point to another without physically 
  traveling through the space in between the two points 
  (typically the character “disappears” at the ﬁ rst point 
  and “reappears” at his desired destination).
  Normally a character can only Teleport him-
  self, his clothes, and his personal eﬀ ects (including 
  Foci). Th is is assumed to be a total weight of 100 
  TELEPATHY TABLE
  Total rolled on  
  dice minus 
  Mental DEF is:
  Effect
  Greater than EGO
  Th e telepath can read or send 
  surface thoughts
  EGO +10
  Th e telepath can read deep, 
  hidden thoughts
  EGO +20
  Th e telepath can read into the 
  target’s memory
  EGO +30
  Th e telepath can read into the 
  target’s subconscious
  Modiﬁ ers (can be applied at any level)
  +20
  Telepathy cannot be detected by 
  target
   EXAMPLE POWERS
  WIND MANIPULATION
  Effect:  Telekinesis (30 
  STR)
  Target:  One character
  Duration:  Constant
  Range:  225”
  END:  4
  Telekinesis (30 STR) 
  (45 Active Points). Total 
  cost:  45 points.
  PSYCHOKINESIS
  Effect:  Telekinesis (40 
  STR)
  Target:  One character
  Duration:  Constant
  Range:  350”
  END:  7
  Telekinesis (40 STR), 
  Fine Manipulation (70 
  Active Points); Extra 
  Time (Full Phase; -½). 
  Total cost:  47 points.
  MIND-READING
  Effect:  Telepathy 8d6
  Target:  One character
  Duration:  Instant
  Range:  Line Of Sight
  END:  0
  Telepathy 8d6, Reduced 
  Endurance (0 END; +½) 
  (60 Active Points); Total 
  cost:  60 points.
  TELEPORTATION
  CHAMBER
  Effect:  Teleportation 10” 
  (x500 Noncombat)
  Target:  One character
  Duration:  Instant
  Range:  No Range
  END:  6
  Teleportation 10”, x500 
  Noncombat (60 Active 
  Points); OAF Immobile 
  (-2), Extra Time (1 
  Turn; -1¼). Total cost:  
  14 points.
  
  61 
  Sidekick ■ Chapter One
  kilograms. For each +5 Character Points, the char-
  acter can double the amount of weight he can carry 
  (200 kg, 400 kg, and so forth), thus allowing him to 
  take his friends along when he Teleports.
  Teleportation has a Noncombat Movement mode 
  like all other Movement Powers; Noncombat Telepor-
  tation takes one extra Phase, regardless of how far the 
  character Teleports. Characters cannot use Teleporta-
  tion to perform Move Th roughs or Move Bys.
  TRANSFER
  Type: 
  Adjustment Power/Attack Power
  Duration: 
  Instant
  Range: 
  No Range
  Costs END: Yes
  Cost: 
  15 Character Points for every 1d6
   
  of Transfer
  A character with Transfer can temporarily take 
  points from an opponent’s Characteristic or Power 
  and add those points to one of his own Character-
  istics or Powers.
  To use Transfer, the character makes an 
  Attack Roll. If successful, he rolls his Transfer dice. 
  Th e total on the dice, minus the target’s Power 
  Defense (if any), is the number of Active Points of 
  an opponent’s Characteristic or Power which are 
  Transferred.
  When the character purchases Transfer, 
  he speciﬁ es what Characteristic(s) or Power(s) 
  it drains Character Points from and which 
  Characteristic(s) or Power(s) receive the Trans-
  ferred points. Th e character may choose to set 
  up a ratio of Character Points between diﬀ erent 
  Characteristics or Powers (for example, half the 
  points go to END, half to STR). He may Transfer 
  the Character Points to a diﬀ erent Characteristic or 
  Power than they were taken from — for example, a 
  character could Transfer points from an opponent’s 
  STR to his own STUN.
    TRANSFORM 
  Type: 
  Standard Power/Attack Power
  Duration: 
  Instant
  Range: 
  5” x Active Points
  Costs END: Yes
  Cost: 
  5 Character Points for every 1d6
   
  Cosmetic Transform; 10 Character Points
   
  for every 1d6 Minor Transform;
   
  15 Character Points for every 1d6 Major
   
  Transform
  A character with Transform can change a target 
  into something else or impose a lasting change on it. 
  Some examples of Transform include spells that turn 
  princes into toads, the ability to permanently blind 
  people, or the power to transmute things to stone. You 
  can use Transform to simulate any attack which has a 
  long-term or permanent eﬀ ect (other than injury or 
  death) on the target, or to create objects out of thin 
  air. Th e cost of Transform depends on how radical the 
  Transformation is (see accompanying table).
  To use Transform, the character makes an Attack 
  Roll. If successful, he rolls the Transform dice, counts 
  the total, and subtracts the target’s Power Defense 
  (if any). If the remaining total is equal to or greater 
  than twice the target’s normal full BODY, the target is 
  Transformed. If the total is less than twice the target’s 
  normal full BODY, he suﬀ ers no ill eﬀ ects from the 
  Transform (though his appearance may alter slightly, 
  which alerts him to what’s happening to him). How-
  ever, the target must keep track of the “damage” he 
  has taken from that Transform. If he is later attacked 
  with the same Transform, the additional Transform 
  “damage” is added to the previous “damage” to deter-
  mine whether a Transformation has occurred. When 
  the accumulated Transform damage equals twice the 
  target’s normal full BODY, the Transformation takes 
  place. Transform “damage” from diﬀ erent Trans-
  forms is not added together; you must keep track of 
  “damage” from each Transform separately.
  Transform ordinarily only aﬀ ects a character’s 
  body, not his mind. To Transform his mind — for 
  example, to implant or remove memories, or make 
  someone a willing slave — the Transform must 
  have the Based On EGO Combat Value Advantage 
  (page 64). In this case the Transform works against 
  EGO, not BODY.
  When a character buys Transform, he must 
  deﬁ ne a way for the target to regain its normal 
  form; he may not change this method later. A 
  Transform could heal as if it were BODY damage, 
  through a second application of the same or similar 
  power, or when some special action is taken (such 
  as getting a princess to kiss the victim, or taking the 
  victim to a particular location).
  TUNNELING
  Type: 
  Movement Power
  Duration: 
  Constant
  Range: 
  Self Only
  Costs END: Yes
  Cost: 
  5 Character Points for every 1”
   
  Tunneling through 1 DEF material per
   
  Phase; +3 Character Points for +1 DEF
  A character with Tunneling can move through 
  the ground or other substances by creating a tunnel 
  roughly his own size. Some examples of Tunneling 
  include the ability to burrow through the ground rap-
  idly, or a gigantic drilling vehicle. Each 1” of Tunnel-
  ing through 1 DEF material costs 5 Character Points 
  (thus, for 25 points a character can Tunnel 5” through 
  DEF 5 material); the ability to Tunnel through every 
  +1 DEF costs 3 Character Points.
  Characters cannot use Tunneling on living 
  creatures to cause damage. A character trapped in 
  an Entangle cannot use Tunneling to escape from it.
  TRANSFORM TABLE
  Type
  Cost for every 1d6
  Examples
  Cosmetic
  5 Character Points
  Changes object’s appearance only, not its function:  
  changing someone’s hair color, making passable food 
  into better fare
  Minor
  10 Character Points
  Minor changes in the target’s functions:  rendering 
  inedible food edible, turning a dagger into a sword
  Major
  15 Character Points
  Major changes in the target’s functions, or completely 
  and fundamentally altering the target:  turning base 
  metals into gold, transforming a living being into a 
  stone statue, rendering a person blind or permanently 
  paralyzed, turning a handsome prince into a frog.
   EXAMPLE POWERS
  SPELL OF PETRIFICATION
  Effect:  Major Transform 
  6d6
  Target:  One character
  Duration:  Instant
  Range:  450”
  END:  9
  Major Transform 
  6d6 (living being into 
  stone statue, heals 
  back through another 
  application of this or a 
  similar spell) (90 Active 
  Points); OAF (wizard’s 
  staﬀ ; -1), Gestures 
  (-¼), Incantations 
  (-¼), Limited Target 
  (living beings only; -¼), 
  Requires A Magic Skill 
  Roll (-½). Total cost:  28 
  points.
  MOLE MACHINE
  Effect:  Tunneling 12” 
  through DEF 15 materials
  Target:  Self
  Duration:  Constant
  Range:  Self
  END:  7
  Tunneling 12” through 
  DEF 15 materials (69 
  Active Points); OIF (-½), 
  No Noncombat Multiple 
  (-¼). Total cost:  39 
  points.
  
  62 ■ Character Creation
  Hero System 5th Edition
  ADVANTAGES
  S
  ometimes you want to make a power or 
  ability better than what you can create 
  with just Powers. In that case, you should 
  consider applying an Advantage to the 
  power.
  Advantages modify ordinary Powers to make 
  them more useful and eﬀ ective — but since they 
  make a Power better, they also increase its Active 
  Point cost. For example, to build a grenade, you 
  might buy a Ranged Killing Attack 2d6 with the 
  Explosion Advantage. But while you’d only pay 30 
  Character Points for an ordinary RKA 2d6, one 
  with Explosion costs 45 Character Points.
  Buying Advantages
  Each Advantage has a multiplier value which 
  you use to ﬁ gure the Active Cost of a Power plus 
  Advantage. Th e Active Point cost of a Power with 
  Advantages equals:
  Active Cost = 
  Base Cost x (1 + total value of all Advantages)
  Example:  Sapphire wants to buy an Energy Blast 
  8d6 with the +½ Advantage Armor Piercing. 
  Sapphire’s Energy Blast has an Active Cost of 40 
  x (1 +½) = 60 Points.
  You apply Advantages to Powers aft er applying 
  any other modiﬁ er that increases the Power’s cost. 
  For example, suppose a character has Teleportation 
  10” and can carry x4 mass (which costs +10 Char-
  acter Points). Now he wants to make the Power 
  Reduced Endurance (0 END; +½). You apply the 
  Advantage aft er adding the +10 points, so the ﬁ nal 
  cost is:  ((20 + 10) x 1½) = 45 Character Points.
  Using Advantages
  If a character buys an Advantage for a Power, 
  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). 
  AREA OF EFFECT
  EXAMPLE
  Pulsar buys an Energy 
  Blast 6d6 (30 Active 
  Points). He decides 
  to add Area Of Eﬀ ect 
  (Radius; +1). Th at 
  increases the cost of 
  the Power to 60 Active 
  Points. Th e Area Of 
  Eﬀ ect has a Radius of 
  (30/10 = ) 3”. (It’s not 
  6” because you don’t 
  use the Active Points 
  provided by the Area 
  Of Eﬀ ect Advantage to 
  determine the size.)
  If Pulsar had chosen to 
  make his Area Of Eﬀ ect 
  a Cone, it would be a 
  triangle-shaped area 
  with each side 7” (1 + 
  (30/5)) long.
  If Pulsar had chosen to 
  make his Area Of Eﬀ ect 
  a Line, it would be 1” 
  wide and 12” ((30/5) x 
  2) long.
  Later on, Pulsar decides 
  to make his Area Of 
  Eﬀ ect (Radius) bigger. 
  He increases the cost to 
  +1¼, which means the 
  Power costs (30 x (1 + 
  1¼) =) 67 Active Points. 
  Th e Radius is now 6” 
  (3” x 2).
  ADVANTAGES
  SUMMARY TABLE
  Advantage Name 
  Description
  Aﬀ ects Desolidiﬁ ed 
  Power can aﬀ ect Desolidi-
  ﬁ ed characters
  Area Of Eﬀ ect 
  Power aﬀ ects everyone 
  within a deﬁ ned area, 
  targets DCV 3
  Armor Piercing 
  Only half of target’s 
  defenses apply against the 
  attack
  Autoﬁ re 
  Power can ﬁ re up to 5 shots
  Based On ECV 
  Power works like a Mental  
  Power
  Charges 
  Power has a large number 
  of uses per day
  Damage Shield 
  Power surrounds character,
  aﬀ ects anyone touching him
  Duration Advantages 
  Improve power’s duration
  Explosion 
  Power aﬀ ects everyone 
  within a deﬁ ned area, tar-
  gets DCV 3, but becomes 
  less eﬀ ective as it spreads 
  outward
  Invisible Power Eﬀ ects 
  Power cannot be perceived
  No Normal Defense 
  Power ignores conventional
  defenses, but only does 
  STUN damage
  Personal Immunity 
  Power doesn’t aﬀ ect 
  character who uses it
  Range Advantages 
  Improve power’s range, or
  make it work better at range
  Ranged 
  Makes non-ranged power
  work at range
  Reduced Endurance 
  Power costs less (or no) 
  END
  Uncontrolled 
  Power can maintain itself
  without conscious thought 
  or  eﬀ ort from character
  
  63 
  Sidekick ■ Chapter One
  ADVANTAGE 
  DESCRIPTIONS
  AFFECTS DESOLIDIFIED
  Value: +½
  A Power with Aﬀ ects Desolidiﬁ ed can aﬀ ect a 
  character or object who is Desolidiﬁ ed just as if the 
  target were solid.
  AREA OF EFFECT
  Value: Varies (see below)
  Powers with Area Of Eﬀ ect aﬀ ect all targets 
  in an area. Areas Of Eﬀ ect come in diﬀ erent sizes 
  and shapes; a character must choose which shape 
  Area Of Eﬀ ect his power has when he buys it, and 
  cannot change it thereaft er.
  One Hex (+½):  An Area Of Eﬀ ect (One Hex) ﬁ lls 
  one single hex (an area 2 meters wide and broad).
  Radius (+1):  An Area Of Eﬀ ect (Radius) is a circle. 
  Th e circle has a radius in hexes equal to the Active 
  Points in the Power divided by 10.
  Cone (+1):  An Area Of Eﬀ ect (Cone) is triangu-
  lar. Th e triangle has sides which are each 1 + (the 
  Active Points in the Power divided by 5) hexes long.
  Line (+1):  An Area Of Eﬀ ect (Line) is a 1” wide line 
  with a length in hexes equal to 2 times (the Active 
  Points in the Power divided by 5).
  You can double the size of an Area Of Eﬀ ect of 
  any type for an additional +¼ Advantage (thus, +¼ 
  for x2 size, +½ for x4 size, and so on).
  When calculating the size of an Area Of Eﬀ ect, 
  do not use the Active Points provided by the Area 
  Of Eﬀ ect Advantage itself — just the Active Points 
  from the Power and any other Advantages it has.
  Using An Area Of Eﬀ ect Attack
  When a character uses an 
  Area Of Eﬀ ect attack, he chooses a 
  hex to target. He makes an Attack 
  Roll against that hex, which has 
  DCV 3. Th e DCVs of the charac-
  ters caught in the Area Of Eﬀ ect 
  don’t matter — if the character’s 
  Attack Roll hits DCV 3, he hits 
  everyone covered by the Area Of 
  Eﬀ ect.
  If the Area Of Eﬀ ect attack 
  succeeds, you have to place the 
  Area over the target zone properly. 
  For a Radius, place the center hex 
  of the Radius on the hex that was 
  hit. For a Cone, place the hex at the 
  “point” toward the character on the 
  hex that was hit. For a Line, place 
  the ﬁ rst hex in the Line on the hex 
  that was hit, with the rest of the 
  Line projecting away from the 
  character.
  An Area Of Eﬀ ect aﬀ ects 
  everyone within the “footprint” 
  of the area (roll the damage once and apply it in full 
  to everyone in the Area). Targets in the area cannot 
  Dodge or Block the attack. If an Area Of Eﬀ ect attack 
  misses, it misses entirely and has no eﬀ ect on anyone.
  If an Area Of Eﬀ ect attack has No Range (see 
  pages 36, 71), then the target hex is automatically the 
  hex the character is standing in (he takes the damage 
  unless the attack also has Personal Immunity). How-
  ever, for a Cone or Line, the character may deﬁ ne the 
  target hex as the hex immediately in front of him (this 
  is a good way to build abilities like a dragon’s breath or 
  a wide laser beam).
  ARMOR PIERCING
  Value: +½
  Armor Piercing (“AP”) allows an attack to cut 
  through defenses more easily:  it reduces the target’s 
  defenses by half. For example, if a character takes 
  28 STUN from an AP attack, and he has 20 points 
  of defense, he only applies half his defenses — 10 
  — to the attack, so he takes 18 STUN.
  To counteract Armor Piercing, characters can 
  buy defenses with the Hardened Advantage (page 39).
  AUTOFIRE
  Value: +½
  A character can use a Power with Autoﬁ re to 
  hit a target more than once in a single Phase, or to 
  hit multiple targets with the same attack. He can 
  ﬁ re up to ﬁ ve shots. See pages 92-93 for Autoﬁ re 
  rules.
  A character using an Autoﬁ re attack must pay 
  END (or use 1 Charge) for each separate shot (if 
  he applies the Reduced Endurance Advantage to an 
  Autoﬁ re attack, the value of Reduced Endurance 
  is doubled). Each hit from a Autoﬁ re attack applies 
  separately against the target’s defenses.
  If a character buys Autoﬁ re for an attack that 
  CALCULATING 
  ADVANTAGES AND 
  LIMITATIONS
  Don’t have a calcula-
  tor handy? You can still 
  determine the eﬀ ect of 
  Advantages and/or Lim-
  itations on the cost of a 
  power by using the ref-
  erence tables on page 66. 
  Th e Advantages Quick-
  Reference Table tells you 
  the Active Points in a 
  power; the Limitations 
  Quick-Reference Table 
  tells you the Real Points 
  in a power.
  
  64 ■ Character Creation
  Hero System 5th Edition
  doesn’t require a normal Attack Roll or isn’t applied 
  against standard defenses (PD and ED) — includ-
  ing all Mental Powers, Darkness, Drain, Suppress, 
  Transfer, Transform, or attacks with the Advantages 
  Area Of Eﬀ ect, Explosion, or No Normal Defense 
  — then he must pay an additional +1 for Autoﬁ re.
  BASED ON EGO COMBAT VALUE
  Value: +1
  Powers with Based On ECV (“BOECV”) func-
  tion mostly like Mental Powers (page 39). Th ey use 
  an ECV Attack Roll rather than one based on normal 
  Combat Value. Th ey have a range of Line Of Sight, 
  and can aﬀ ect Desolidiﬁ ed characters. Mental Defense 
  applies against them, rather than the standard defense. 
  But BOECV powers are visible and do not provide the 
  character with Mental Awareness.
  CHARGES
  Value: Varies (see page 68)
  Because a Power with Charges uses no END, a 
  Power with a lot of Charges is actually better than a 
  normal Power, and must be bought with an Advan-
  tage. See Charges, page 68.
  DAMAGE SHIELD
  Value: +½
  Th is Advantage allows a character to set up a 
  ﬁ eld around himself which causes damage to any 
  target that contacts it.
  A Damage Shield inﬂ icts damage on anyone 
  who makes a successful Attack Roll in HTH 
  Combat to hit or Grab the character. It also inﬂ icts 
  damage on anyone whom the character Grabs, but 
  not on someone he simply hits. Th e Damage Shield 
  does not prevent the character from taking damage 
  when hit or Grabbed (it’s not a defense).
  To create a Damage Shield, a character buys 
  any Attack Power and applies this Advantage to it. 
  Th e Power must be Constant (either inherently or 
  because he has purchased Continuous for it). If the 
  Attack Power is normally Ranged, it automatically 
  becomes a No Range Power when the character 
  purchases Damage Shield for it (the character gets 
  no Limitation for this).
  DURATION ADVANTAGES
  Value: Continuous: 
  +1
   
  Persistent: 
  +½
  Th ese Advantages improve a Power’s duration.
  Continuous
  Th is Advantage converts an Instant Power into 
  a Constant Power (see page 36).
  Persistent
  Th is Advantage converts an Instant or Con-
  stant Power into a Persistent Power (see page 36). 
  Th e Power must cost 0 END, either inherently 
  or because the character applies the Advantage 
  Reduced Endurance (0 END; +½) to it.
  EXPLOSION
  Value: +½
  Th is Advantage is similar to Area Of Eﬀ ect 
  (Radius), but the Power loses eﬀ ectiveness as it 
  spreads out from the center — it has an “explosive” 
  eﬀ ect, in other words.
  To use an Explosion attack, make an Attack 
  Roll against a target hex (which has DCV 3). If 
  the attack hits, roll the damage. Th e full damage 
  applies to the hex in the center of the Explosion. 
  For each hex out from there, subtract one die of 
  damage (highest die ﬁ rst) until no more are left . 
  Th e amount of damage someone within the “blast 
  radius” takes depends on how close they are to the 
  center — one in the center takes the full damage; 
  one 3” away from the center takes the full damage 
  minus the three highest dice.
  INVISIBLE POWER EFFECTS
  Value: Varies (see below)
  Most Powers and/or their sources can be per-
  ceived (see page 36). Th is Advantage makes them 
  invisible. To make a Power invisible to the Sight 
  Group is a +½ Advantage. To make a Power invis-
  ible to any other Sense Group is a +¼ Advantage. 
  For a ﬂ at +1 Advantage, a Power is invisible to all of 
  the Sense Groups.
  Since Mental Powers are already mostly invis-
  ble, characters can make them fully invisible for a 
  +½ Advantage.
  NO NORMAL DEFENSE
  Value: +1
  A Power with No Normal Defense (“NND”) 
  ignores conventional defenses. For example, if a 
  character applies NND to Energy Blast, the EB 
  ignores the usual PD, ED, Force Field, or Armor 
  — the target takes the full damage rolled on the 
  dice. NND attacks do STUN damage only; they 
  cannot do BODY damage.
  A character who buys an NND attack must 
  deﬁ ne a reasonably common Power or circum-
  stance, or a set of uncommon Powers or circum-
  stances, as a valid defense against it. If the target has 
  this defense, he totally ignores the attack; it does no 
  damage to him at all.
  Some examples of NNDs include knockout 
  poisons and drugs (defense is Life Support (Immu-
  nity)), sonic attacks (defense is Hearing Group 
  Flash Defense, covering one’s ears, or being deaf), 
  and tasers (the defense is any form of Resistant ED).
  PERSONAL IMMUNITY
  Value: +¼
  Th is Advantage prevents the character from 
  being aﬀ ected by his own power. If bought for an 
  attack (such as an Area Of Eﬀ ect attack with No 
  Range), that attack can’t harm the character; if 
  bought for Darkness, the character can perceive 
  through it normally. Th is has no eﬀ ect on other 
  characters’ similar powers, however.
  EXPLOSION
  EXAMPLE
  Kasdrevan has an 
  Energy Blast 8d6, 
  Explosion (60 Active 
  Points). He attacks with 
  this Power and hits his 
  target hex. For damage 
  he rolls 1, 2, 3, 3, 4, 5, 6, 
  6. Th e target hex takes 
  1+2+3+3+4+5+6+6 
  = 30 STUN and 
  0+1+1+1+1+1+2+2 = 
  9 BODY. Someone 2” 
  away from the target 
  hex would take the same 
  damage, less the two 
  sixes: 1+2+3+3+4+5 
  = 18 STUN and 
  0+1+1+1+1+1 = 5 
  BODY.
  
  65 
  Sidekick ■ Chapter One
  RANGE ADVANTAGES
  Value: Increased Maximum Range: 
  +¼
   
  No Range Modiﬁ er 
  +½
  Th ese Advantages aﬀ ect how a Power works at 
  range.
  Increased Maximum Range
  Th is Advantage increases a Power’s maximum 
  range. For every +¼ Advantage, multiply the maxi-
  mum range of the Power by ﬁ ve (don’t include this 
  Advantage when calculating the Active Points upon 
  which the Power’s range is based). Th e Power still 
  suﬀ ers the standard Range Modiﬁ er, however.
  No Range Modiﬁ er
  A character using a Power with this +½ 
  Advantage ignores the Range Modiﬁ er (page 92). 
  Th e Power has as good a chance to hit at its maxi-
  mum range as at point blank range.
  RANGED
  Value: +½
  Powers which ordinarily have No Range (such 
  as Aid, Drain, or Transfer) can be used at Range if 
  a character purchases this Advantage for them. Th e 
  Power gains a range of 5” x Active Points and suf-
  fers the standard Range Modiﬁ er.
  REDUCED ENDURANCE
  Value: +¼ (half END) or +½ (0 END)
  Th is Advantage reduces the normal END cost 
  of a Power. For a +¼ Advantage, reduce the Power’s 
  END cost by half; for a +½ Advantage, reduce the 
  Power’s END cost to 0. Do not include the Charac-
  ter Points added by this Advantage when calculat-
  ing a Power’s END cost.
    UNCONTROLLED 
  Value: +½
  A Constant Power with this Advantage can 
  maintain itself without conscious thought from its 
  user.
  To set up an Uncontrolled power, the character 
  must activate and use the Power as normal (includ-
  ing succeeding with an Attack Roll, if necessary). 
  If he succeeds, he feeds as much END as he desires 
  into the power to create a pool of END to fuel it. 
  Th e Uncontrolled power runs for as long as there is 
  END to power it. However, any power bought with 
  this Advantage must have a reasonably common 
  and obvious set of circumstances which turns it oﬀ .
  Once a character has set up an Uncontrolled 
  power, he’s not restricted in any way. He can, for 
  example, make more attacks or move away from the 
  Uncontrolled power without aﬀ ecting it at all. Even 
  if he’s Stunned or Knocked Out, the Uncontrolled 
  power keeps working until it runs out of END.
  
  66 ■ Character Creation
  Hero System 5th Edition
  ADVANTAGES AND LIMITATIONS CALCULATIONS TABLES
  Th ese tables are a quick-reference for calculating the eﬀ ects of Advantages and Limitations when you don’t have a calculator handy. To 
  determine the Active Cost of a power with Advantages, ﬁ nd the base cost of the power in Character Points across the top, then cross-ref-
  erence with the total value of all Advantages applied in the left -hand column (the value listed is before the base 1 is added). To determine 
  the Real Cost of a power with Limitations, ﬁ nd the Active Cost of the power in Character Points across the top, then cross-reference 
  with the total value of all Limitations applied in the left -hand column (the value listed is before the base 1 is added).
  ADVANTAGES CALCULATION TABLE
  Val  
  5 
  10 
  15 
  20 
  25 
  30 
  35 
  40 
  45 50 
  55 
  60 
  65 
  70 
  75 
  80 
  85 
  90 
  95 100
  +¼ 
   
  6 
  12 
  19 
  25 
  31 
  37 
  44 
  50 
  56 
  62 
  69 
  75 
  81 
  87 
  94 
  100 
  106 
  112 
  119 
  125
  +½ 
   
  7 
  15 
  22 
  30 
  37 
  45 
  52 
  60 
  67 
  75 
  82 
  90 
  97 
  105 
  112 120 
  127 
  135 
  142 
  150
  +¾ 
   
  9 
  17 
  26 
  35 
  44 
  52 
  61 
  70 
  79 
  87 
  96 
  105 
  114 
  122 
  131 140 
  149 
  157 
  166 
  175
  +1 
   
  10 
  20 
  30 
  40 
  50 
  60 
  70 
  80 
  90 
  100 
  110 
  120 
  130 
  140 
  150 160 
  170 
  180 
  190 
  200
  +1¼  
  11 
  22 
  34 
  45 
  56 
  67 
  79 
  90 
  101 112 
  124 
  135 
  146 
  157 
  169 180 
  191 
  202 
  214 
  225
  +1½  
  12 
  25 
  37 
  50 
  62 
  75 
  87 
  100 
  112 125 
  137 
  150 
  162 
  175 
  187 200 
  212 
  225 
  237 
  250
  +1¾  
  14 
  27 
  41 
  55 
  69 
  82 
  96 
  110 
  124 137 
  151 
  165 
  179 
  192 
  206 220 
  234 
  247 
  261 
  275
  +2 
   
  15 
  30 
  45 
  60 
  75 
  90 
  105 120 
  135 150 
  165 
  180 
  195 
  210 
  225 240 
  255 
  270 
  285 
  300
  +2¼  
  16 
  32 
  49 
  65 
  81 
  97 
  114 130 
  146 162 
  179 
  195 
  211 
  227 
  244 260 
  276 
  292 
  309 
  325
  +2½  
  17 
  35 
  52 
  70 
  87 
  105 
  122 140 
  157 175 
  192 
  210 
  227 
  245 
  262 280 
  297 
  315 
  332 
  350
  +2¾  
  19 
  37 
  56 
  75 
  94 
  112 
  131 150 
  169 187 
  206 
  225 
  244 
  262 
  281 300 
  319 
  337 
  356 
  375
  +3 
   
  20 
  40 
  60 
  80 
  100 
  120 
  140 160 
  180 200 
  220 
  240 
  260 
  280 
  300 320 
  340 
  360 
  380 
  400
  LIMITATIONS CALCULATION TABLE
  Val  
  5 
  10 
  15 
  20 
  25 
  30 
  35 
  40 
  45 50 
  55 
  60 
  65 
  70 
  75 
  80 
  85 
  90 
  95 100
  -¼ 
   
  4 
  8 
  12 
  16 
  20 
  24 
  28 
  32 
  36 
  40 
  44 
  48 
  52 
  56 
  60 
  64 
  68 
  72 
  76 
  80
  -½ 
   
  3 
  7 
  10 
  13 
  17 
  20 
  23 
  27 
  30 
  33 
  37 
  40 
  43 
  47 
  50 
  53 
  57 
  60 
  63 
  67
  -¾ 
   
  3 
  6 
  9 
  11 
  14 
  17 
  20 
  23 
  26 
  29 
  31 
  34 
  37 
  40 
  43 
  46 
  48 
  51 
  54 
  57
  -1 
   
  2 
  5 
  7 
  10 
  12 
  15 
  17 
  20 
  22 
  25 
  27 
  30 
  32 
  35 
  37 
  40 
  42 
  45 
  47 
  50
  -1¼ 
   
  2 
  4 
  7 
  9 
  11 
  13 
  16 
  18 
  20 
  22 
  24 
  27 
  29 
  31 
  33 
  36 
  38 
  40 
  42 
  44
  -1½ 
   
  2 
  4 
  6 
  8 
  10 
  12 
  14 
  16 
  18 
  20 
  22 
  24 
  26 
  28 
  30 
  32 
  34 
  36 
  38 
  40
  -1¾ 
   
  2 
  4 
  5 
  7 
  9 
  11 
  13 
  15 
  16 
  18 
  20 
  22 
  24 
  25 
  27 
  29 
  31 
  33 
  34 
  36
  -2 
   
  2 
  3 
  5 
  7 
  8 
  10 
  12 
  13 
  15 
  17 
  18 
  20 
  22 
  23 
  25 
  27 
  28 
  30 
  32 
  33
  -2¼ 
   
  1 
  3 
  5 
  6 
  8 
  9 
  11 
  12 
  14 
  15 
  17 
  18 
  20 
  22 
  23 
  25 
  26 
  28 
  29 
  31
  -2½ 
   
  1 
  3 
  4 
  6 
  7 
  9 
  10 
  11 
  13 
  14 
  16 
  17 
  19 
  20 
  21 
  23 
  24 
  26 
  27 
  28
  -2¾ 
   
  1 
  3 
  4 
  5 
  7 
  8 
  9 
  11 
  12 
  13 
  15 
  16 
  17 
  19 
  20 
  21 
  23 
  24 
  25 
  27
  -3 
   
  1 
  2 
  4 
  5 
  6 
  7 
  9 
  10 
  11 
  12 
  14 
  15 
  16 
  17 
  19 
  20 
  21 
  22 
  24 
  25
  
  67 
  Sidekick ■ Chapter One
  S
  ometimes you have an idea for a power or 
  ability that’s not quite as good as normal. 
  Maybe it only works a few times a day, or 
  it takes a long time to turn on, or it doesn’t 
  always work. In the HERO System, you represent 
  this by applying a Limitation to the power.
  A Limitation describes situations or condi-
  tions in which a Power does not function, functions 
  less eﬀ ectively, or suﬀ ers some other restriction. 
  Because they make a Power less useful, Limitations 
  lower its cost. Most importantly, though, Limita-
  tions help you develop your character’s conception 
  and background. Many backgrounds automatically 
  suggest particular Limitations, and vice versa. Be 
  careful not to take too many Limitations on a single 
  power, though — the GM will use those weaknesses 
  against your character.
  THE UNIVERSAL RULE OF LIMITATIONS
  A very simple rule governs all Limitations:
  A Limitation which doesn’t limit the 
  character isn’t worth any bonus!
  A Limitation has to actually restrict, hinder, 
  or otherwise cause problems for a character, or it’s 
  not legitimate. For example, in many campaigns 
  the Limitation Does Not Work Against Magic would 
  be valid, because magic exists. But if you’re in a 
  game where magic does not exist, this isn’t a legiti-
  mate Limitation — it doesn’t restrict the character 
  because he’s never going to encounter magic. Th e 
  GM must approve all Limitations before allowing 
  them in play.
  Taking Limitations
  Each Limitation has a divisor value that you 
  use to determine the Real Cost of the power. Add 
  up the total value of all Limitations on a power 
  (treat them as positive numbers even though 
  they’re listed with a minus sign), and then use this 
  formula:
  Real Cost = 
  Active Cost / (1 + total value of all Limitations)
  Th e Real Cost is the number of Character 
  Points the character must spend to buy the power. 
  Th e Active Cost is the number of Character Points 
  the power has when ﬁ guring its eﬀ ect and END 
  cost — the power plus all Advantages (page 62). 
  Th e “total value” is the total of the listed values for 
  the Limitations the power has.
  Example: Lorraine d’Arbois, a space pilot, buys 
  15 Character Points in HKA with the Limita-
  tion Obvious Inaccessible Focus (Powered 
  Armor Blaster). Th is Limitation is worth -½. 
  Th at means the Real Cost is (15 / (1 + ½)) = 
  10. She pays 10 Character Points for 15 Active 
  Points of HKA.
  Example:  Lazer wants to build an energy pistol 
  which does Energy Blast 8d6, Armor Pierc-
  ing damage; that’s (40 x (1 + ½)) = 60 Active 
  Points. Th e pistol only has 12 Charges (-¼) and 
  it’s an Obvious Accessible Focus (-1). Th us, the 
  Real Cost is (60 / (1+¼+1)) = 26.67, which 
  rounds to 27 Character Points. Lazer pays 27 
  Character Points for his 60 Active Point pistol.
  APPLYING 
  ADVANTAGES AND 
  LIMITATIONS TO THE 
  SAME POWER
  Although Advantages 
  and Limitations are 
  listed with a plus and a 
  minus, do not add the 
  Advantages and subtract 
  the Limitations to get 
  one total modiﬁ er. Apply 
  the total Advantages 
  and total Limitations 
  separately to the cost of 
  a power.
  Example: Lisa creates a 
  throwing knife for her 
  thief character. She wants 
  to buy an HKA 1d6 with 
  the Advantage Ranged 
  (+½) and the Limita-
  tion Obvious Accessible 
  Focus (-1). She cannot 
  subtract the Advantage 
  from the Limitation to 
  get a total -½ Limita-
  tion (which would make 
  the knife cost 10 points). 
  Instead, she must ﬁ rst 
  apply the Advantage (for 
  an Active Point cost of 
  22) and then the Limita-
  tion (for a Real Point cost 
  of 11).
  LIMITATIONS
  LIMITATIONS
  SUMMARY TABLE
  Limitation Name 
  Description
  Activation Roll 
  Power only works some of the  
   
  time, based on a roll
  Always On 
  Power cannot be turned oﬀ 
  Charges 
  Power can only be used a few
   
  times per day
  Concentration 
  Character has reduced DCV  
   
  and PER Rolls when activating
   
  or using power
  Endurance Limitations 
  Power costs END, or more
   
  END than normal
  Extra Time 
  Power takes longer than
   
  normal to activate or use
  Focus 
  Power works through an
   
  object or device
  Gestures 
  Character must make special,
   
  distinctive gestures to use
   
  power
  Incantations 
  Character must speak special,
   
  distinctive words to use power
  Limited Power 
  Power is restricted in some
   
  way deﬁ ned by character
  Linked 
  Power can only be used when
   
  another power is used
  Only In Heroic Identity 
  Power only works for one of
   
  the character’s identities
  Range Limitations 
  Power has no range, or less
   
  range than normal
  Requires A Skill Roll 
  Character must make a Skill
   
  Roll to use power
  Side Eﬀ ects 
  If power fails to work, char-
   
  acter suﬀ ers harm
  Visible 
  A normally invisible power is
   
  perceivable
  
  68 ■ Character Creation
  Hero System 5th Edition
  LIMITATION DESCRIPTIONS
  ACTIVATION ROLL
  Value: Varies (see table)
  A Power with this Limitation only works some 
  of the time — it’s unreliable. Examples include 
  Armor that covers only part of the body, or com-
  plicated gadgets that don’t always work. Th e Activa-
  tion Roll table shows the Activation Roll and the 
  Limitation value.
  To use a Power with an Activation Roll, the 
  character must roll the Activation Roll number or 
  less on 3d6 each Phase he wants to use or maintain 
  it (even if the Power is Constant). If the roll suc-
  ceeds, he can use the power; if it fails, he cannot use 
  the power that Phase.
  Characters make Activation Rolls aft er all 
  other preparations:  they must spend the END for 
  the power regardless of whether the Activation Roll 
  succeeds. If the power is an Attack Power, attempt-
  ing to use it is an Attack Action even if the power 
  fails to activate.
  ALWAYS ON
  Value: -½
  If a character can never turn oﬀ  a power, and 
  this restricts and hinders him, he may take the Lim-
  itation Always On for that power. Before a power 
  can take Always On, it must ﬁ rst have the Advan-
  tages Reduced Endurance (0 END) and Persistent 
  (unless it is naturally Persistent).
  CHARGES
  Value: Varies (see table)
  A character can only use a Power with this Limi-
  tation a limited number of times per day. Examples 
  include a gun with just ten shots or a magic spell that 
  only works once a night. Th e number of uses deter-
  mines the value of the Limitation.
  A power which has Charges does not cost 
  END to use. Since that is useful in some ways, if a 
  power has a lot of Charges (more than 16), Charges 
  becomes an Advantage instead. However, as an 
  Advantage it can never be worth more than +1, no 
  matter how many Charges the power has (Recover-
  able Charges are an exception to this).
  Charges Options
  Here are a few ways to change or increase the 
  eﬀ ectiveness of Charges:
  Clips: A character can split a power’s Charges up 
  into clips having fewer Charges than his overall 
  total. If a character takes a Limitation value one 
  step down the Charges Table, he can have two times 
  the number of clips of those Charges.
  For example, normally a character who has 
  8 Charges gets a -½ value for the Limitation. If he 
  reduces the value one step down the table (to -¼), 
  he can have two clips, each with 8 Charges. Th us, 
  he’s got 16 Charges overall, but they’re split into two 
  clips of 8.
  Changing Clips takes a Full Phase (but see Fast 
  Draw, page 26).
  Continuing Charges: Charges normally last for, at 
  most, a character’s Phase, which means they’re not 
  eﬃ  cient for Constant Powers like Flight or Dark-
  ness. Characters can make Charges last longer by 
  converting them into Continuing Charges.
  Continuing Charges only apply to Constant or 
  Persistent Powers. A Continuing Charge functions 
  like a Constant Power (page 36) in terms of when 
  and how it aﬀ ects targets. However, all powers 
  bought with Continuing Charges must include a 
  reasonably common way to turn the power oﬀ . If 
  the power turns oﬀ  for any reason, the Charge is 
  consumed; the character must use another Charge 
  to reactivate the power.
  Converting a Charge into a Continuing 
  Charge reduces the value of the Limitation (and 
  may even turn it into an Advantage). See the Con-
  tinuing Charges Table.
  CHARGES TABLE
  Number 
  Of Uses
  Charges 
  Value
  Recoverable 
  Charges Value
  1
  -2
  -1¼
  2
  -1½
  -1
  3
  -1¼ 
  -¾
  4
  -1
  -½
  5-6
  -¾
  -¼
  7-8
  -½
  -0
  9-12
  -¼
  +¼
  13-16
  -0
  +½
  17-32
  +¼
  +¾
  33-64
  +½
  +1
  65-125
  +¾
  +1¼
  126-250
  +1
  +1½
  251-500
  +1
  +1¾
  ...and so forth.
  CONTINUING CHARGES 
  TABLE
  Duration 
  Change in Charge Limitation
  Full Phase 
  No change
  Extra Phase 
  -1 level on Charges table
  1 Turn 
  -2 levels on Charges table
  1 Minute 
  -3 levels on Charges table
  5 Minutes 
  -4 levels on Charges table
  20 Minutes 
  -5 levels on Charges table
  ...and so forth
  CONTINUING 
  CHARGES
  EXAMPLE
  Th e Verdict, a gun-
  toting vigilante, wants 
  to buy four smoke gre-
  nades. He wants to con-
  vert the 4 Charges into 
  Continuing Charges, 
  because a cloud of 
  smoke that only lasts 
  for a Phase doesn’t help 
  him much. He decides 
  he wants the smoke 
  cloud to last for 1 Turn 
  (12 seconds). Th e Con-
  tinuing Charges Table 
  says that for a 1 Turn 
  duration, the value of 
  the Limitation goes 
  down two levels on the 
  Charges Table. Counting 
  down two levels from 4 
  Charges (-1), the Verdict 
  comes to 7-8 Charges 
  (-½). So, his 4 Continu-
  ing Charges lasting 1 
  Turn each are worth a 
  -½ Limitation.
  ACTIVATION ROLL
  Roll
  Value
  8- 
  -2
  9-
  -1½
  10-
  -1¼
  11-
  -1
  12-, 13-
  -¾
  14-
  -½
  15-
  -¼
  
  69 
  Sidekick ■ Chapter One
  Recoverable Charges: Sometimes characters can 
  quickly recover a Charge aft er using it. Examples 
  include a knife the character throws, or arrows 
  he shoots — aft er the battle’s over, he can recover 
  them and use them again. Th ese are called Recover-
  able Charges, and they have a value listed on the 
  Charges Table.
  Charges Never Recover:  Charges which Never 
  Recover — such as a magic wand with a limited 
  supply of arcane “energy” — are worth an addi-
  tional -2 Limitation.
  CONCENTRATION
  Value: Varies (see below)
  Th is Limitation requires the character to con-
  centrate while activating or using a Power, making 
  him less able to defend himself or take notice of 
  events occurring around him.
  If a Concentrating character is at ½ DCV and 
  -3 to PER Rolls while activating and using a power, 
  this Limitation is worth -¼.
  If a Concentrating character is at 0 DCV and 
  -3 to PER Rolls while activating and using a power, 
  this Limitation is worth -½.
  If a character applies Concentration to a Con-
  stant Power and has to Concentrate as long as the 
  power remains in eﬀ ect (instead of just in the Phase 
  when he activates it), double the value of Concen-
  tration.
  A character can only use one power requiring 
  Concentration at a time.
  ENDURANCE LIMITATIONS
  Value: Costs Endurance: 
  -¼ or -½
   
  Increased Endurance Cost: Varies (see table)
  Th ese Limitations aﬀ ect the END cost of a power.
  Costs Endurance
  Th is Limitation makes a Power that doesn’t 
  ordinarily cost END (like Armor or FTL Travel) 
  cost END at the normal rate (Active Points/10 per 
  Phase) and turn oﬀ  if the character is Stunned or 
  Knocked Out.
  If the Power only costs END to activate, this 
  Limitation is worth -¼. If the Power costs END 
  every Phase the character uses it, the value is -½.
  Increased Endurance Cost
  A Power with this Limitation costs a character 
  more END than normal (see accompanying table).
  EXTRA TIME
  Value: Varies (see table)
  A Power with this Limitation takes longer than 
  usual to activate and/or use. Normally it requires 
  a Zero-Phase Action to activate a Power, and for 
  attacks, a minimum of a Half Phase Action to use 
  the Power. A character must take longer than that 
  to activate and/or use a Power with this Limitation. 
  See the Extra Time Table for times and values.
  While a character activates a Power with Extra 
  Time, he may take other actions. However, the 
  Power only activates once the proper amount of 
  time passes. Attacks are an exception:  if the char-
  acter takes this Limitation for a Power requiring an 
  Attack Roll, he cannot make another attack until 
  the Power has been used (unless the GM gives per-
  mission otherwise).
  A character can stop activating his Power at 
  any time simply by stopping his preparations. At 
  the GM’s discretion, if the character is interrupted 
  while activating the Power — for example, if he takes 
  damage — it may stop activating. A character must 
  pay the full END cost for a Power with this Limita-
  tion when he begins activating it, so he loses the 
  END even if he stops activating it or is interrupted.
  FOCUS
  Value: Varies (see below)
  A Power with this Limitation works through 
  some sort of object or device. Th is is a very 
  common Limitation; for example, guns, swords, 
  magic rings, helmets, shields, and powered armor 
  can all be Foci (plural of Focus).
  Th ere are four types of Focus Limitation:
  Obvious, Accessible Focus (OAF) (-1):  Anyone look-
  ing at the character knows the power comes from 
  the Focus, and it can easily be taken away from the 
  character (another character can Grab it, or attack 
  it). Examples include guns (and most other weap-
  ons), shields, and magic wands.
  Obvious, Inaccessible Focus (OIF) (-½):  Anyone 
  looking at the character knows the power comes 
  from the Focus, but taking it away from him 
  requires 1 Turn out of combat. Examples include 
  armor, rings, and clothing.
  INCREASED 
  ENDURANCE TABLE
  Endurance 
  Multiple
  Limitation
  x 2
  -½
  x 3
  -1
  x 4
  -1½
  x 5
  -2
  x 6
  -2½
  x 7
  -3
  x 8, x9
  -3½
  x 10
  -4
  EXTRA TIME TABLE
  Time Period/Duration
  Value
  Full Phase
  -½
  1 Turn (Post-Segment 12)
  -1¼
  1 Minute
  -1½
  5 Minutes
  -2
  20 Minutes
  -2½
  1 Hour
  -3
  6 Hours
  -3½
  1 Day
  -4
  1 Week
  -4½
  1 Month
  -5
  ...and so forth
  If a Constant or Persistent Power only requires Extra 
  Time to activate (but not to maintain every Phase), halve 
  the value of Extra Time.
  
  70 ■ Character Creation
  Hero System 5th Edition
  Inobvious, Accessible Focus (IAF) (-½):  It’s not 
  immediately clear where the Power comes from, 
  but another character can easily take it away from 
  the character (another character can Grab it, or 
  attack it) once he ﬁ gures out what it is. Examples 
  include disguised weapons (such as cane-swords) 
  or a magic hat that gives no indication it’s the 
  source of the character’s spells.
  Inobvious, Inaccessible Focus (IIF) (-¼):  It’s not 
  immediately clear where the Power comes from, 
  and even aft er another character ﬁ gures it out, 
  taking the Focus away from him requires 1 Turn 
  out of combat. Examples include magic rings that 
  don’t obviously grant powers to a character.
  Most Foci are Breakable — they have a 
  DEF equal to the (Active Points/5) of the largest 
  power bought through the Focus (minimum of 
  3), and lose one power every time an attack does 
  BODY damage to them. However, some Foci are 
  Unbreakable, meaning they cannot be damaged or 
  destroyed in any way. Th is is appropriate for some 
  magical or unique items.
  Most Foci are Universal, meaning anyone 
  can use them. A gun, for example, can be used not 
  only by the character who buys it, but by anyone 
  else. But some Foci are Personal, meaning only the 
  character who buys them can use them. Enchanted 
  items “keyed” to a single person are examples of 
  Personal Foci.
  Other Modiﬁ ers For Focus
  Th ere are two other ways to customize Focus 
  to create speciﬁ c types of objects.
  Expendability:  If a character uses up a Focus every 
  time he activates the power, and must then replace 
  the Focus before he can use the power again, it’s 
  worth an additional -¼ Limitation (or more, for 
  particularly rare or expensive Foci). Examples 
  include the “material components” used to cast 
  spells in some Fantasy worlds.
  Size And Mobility:  If a Focus is Bulky (moving or 
  using it reduces the character to ½ DCV), it’s worth 
  an additional -½ Limitation. If it’s Immobile (it must 
  always remain in the same place), it’s worth an addi-
  tional -1 Limitation. Examples include large, diﬃ  -
  cult-to-handle weapons, magic circles, and the like.
  GESTURES
  Value: -¼ or -½
  A character can use a Power with this Limi-
  tation only if he makes gestures that are clearly 
  visible at a distance, obviously out of the ordinary, 
  and not usable for anything else (such as attacking 
  with a weapon). He must be able to move freely; if 
  he is encumbered or in a conﬁ ned space, the power 
  doesn’t work. If he is restrained or Grabbed, he 
  cannot activate and/or use the Power.
  Gestures is worth -¼ in most cases, or -½ if 
  the character must Gesture continuously while he 
  activates and maintains a Constant Power. While 
  Gesturing, a character cannot activate any other 
  powers that require Gestures.
  INCANTATIONS
  Value: -¼ or -½
  A character can use a Power with this Limita-
  tion only if he speaks loud phrases that are clearly 
  audible at a distance, obviously out of the ordinary, 
  and not usable for anything else (such as commu-
  nicating with a comrade). He must be able to speak 
  freely and clearly; if he is gagged or has his mouth 
  full, the power doesn’t work.
  Incantations is worth -¼ in most cases, or -½ 
  if the character must Incant continuously while he 
  activates and maintains a Constant Power. While 
  Incanting, a character cannot activate any other 
  powers that require Incantations.
  LIMITED POWER
  Value: Varies (see table)
  You can use this catch-all Limitation to con-
  struct your own Limitations if you can’t ﬁ nd one 
  that does what you want elsewhere in this book. 
  Th e Limited Power Guidelines Table provides some 
  suggestions for determining the value of a new 
  Limitation, and the Limited Power Examples Table 
  provides some example. Th e GM must approve all 
  such Limitations, of course.
  LINKED
  Value: -½
  A power with this Limitation may only be 
  used with another power. If the other power (the 
  “greater power”) isn’t being used, the character 
  can’t use the power with the Linked Limitation (the 
  “lesser power”). Th e lesser power must be the one 
  with the lower Active Point cost; if they have the 
  same Active Point cost, pick one to be the “lesser 
  power” (see the example in the sidebar on page 71).
  Linked only applies to and aﬀ ects the lesser 
  power. Th e character can use the greater power with-
  out using the lesser power if he wants; Linked doesn’t 
  restrict the greater power at all. However, he can only 
  use the lesser power when he uses the greater power.
  LIMITED POWER 
  GUIDELINES TABLE
  Value
  Effect On Power
  -0
  Power loses less than a fourth of its eﬀ ective-
  ness, or condition is Very Uncommon (char-
  acter will rarely, if ever, be limited)
  -¼
  Power loses about a fourth of its eﬀ ectiveness, 
  or condition is Uncommon (character will be 
  limited about a fourth of the time)
  -½
  Power loses about a third of its eﬀ ectiveness, 
  or condition is Common (character will be 
  limited about a third of the time)
  -1
  Power loses about half its eﬀ ectiveness, or 
  condition is Very Common (character will be 
  limited about half the time)
  -1½
  Power loses about two-thirds of its eﬀ ective-
  ness, or condition is Extremely Common 
  (character will be limited over half the time)
  -2
  Power loses almost all of its eﬀ ectiveness, or 
  condition is Ubiquitous (character will almost 
  never get to use power)
  
  71 
  Sidekick ■ Chapter One
  When a character uses Linked powers, he acti-
  vates and uses both of them at the same time, as a 
  single Action. If one of the powers would reduce 
  the target’s defenses or DCV, it applies last.
  ONLY IN HEROIC IDENTITY
  Value: -¼
  A character can only use a Power with 
  “OIHID” while he is in his heroic identity. Obvi-
  ously, only characters who maintain two distinct 
  identities (for example, a superhero who main-
  tains a secret identity, or some characters with 
  shapechanging powers) can use this Limitation.
  For this Limitation to be valid, the character 
  must have some diﬃ  culty changing forms — the 
  change must take at least a Full Phase, if not longer, 
  and/or there must be other diﬃ  culties or ways to 
  prevent him from changing identities.
  Typically a power cannot take both OIHID 
  and the Focus Limitation.
  RANGE LIMITATIONS
  Value: No Range: 
  -½
   
  Limited Range: 
  -¼
   
  Range Based On Strength: -¼
  Th is suite of Limitations aﬀ ects how Ranged 
  powers work at Range.
  No Range
  Th is Limitation means a Ranged Power does 
  not work at Range. Th e character can only use it at 
  HTH Combat range.
  Limited Range
  Th is Limitation means a Ranged Power has 
  less Range than normal. Th e GM determines the 
  exact Range based on special eﬀ ects, input from the 
  player, and so forth.
  Range Based On Strength
  Th is Limitation means the power’s range 
  depends on the STR used to throw it (see page 18). 
  It’s oft en used for grenades, throwing knives, and 
  similar weapons.
  REQUIRES A SKILL ROLL
  Value: -½
  A Power with Requires A Skill Roll (“RSR”) 
  does not work automatically or infallibly — the 
  character must make a Skill Roll to activate it. Th e 
  character must specify the Skill he uses to activate 
  the power when he takes the Limitation, and he 
  cannot change it thereaft er. It must be a Skill that 
  costs 3 Character Points for a Characteristic-Based 
  Roll and +2 Character Points for each +1 to the roll. 
  It can be a standard Skill (like Stealth or Computer 
  Programming) or some form of the Power Skill 
  (such as Magic or Speedster Tricks).
  To activate the Power, the character must make 
  a successful Skill Roll with a penalty of -1 per 10 
  Active Points in the Power. Making this roll is a 
  Zero-Phase Action.
  SIDE EFFECTS
  Value: Varies (see table)
  Th is Limitation means disadvantageous or 
  harmful things happen to the character when he 
  fails to use his Power properly. Th e value depends 
  on the strength of the Side Eﬀ ect.
  Side Eﬀ ects is usually taken for a Power which 
  has some chance of failure — one with the Limita-
  tions Requires A Skill Roll or Activation Roll. Each 
  time the character’s attempt to activate or use the 
  Power fails, he suﬀ ers the penalty for the Side 
  Eﬀ ect. Th e exact nature of the Side Eﬀ ect is up to 
  the player (with the GM’s approval), but it must 
  always be disadvantageous or harmful. Examples 
  include the character taking half damage due to 
  a “backlash” from the power, the character losing 
  extra END, or the character becoming momentarily 
  blind (Flashed).
  A Side Eﬀ ect automatically aﬀ ects the charac-
  ter — no Attack Roll is necessary, and the character 
  gets no defense against it.
  VISIBLE
  Value: -¼
  If a Power is normally invisible (such as 
  Armor, Density Increase, or Mental Powers), apply-
  ing this Limitation to it makes it visible per the 
  normal rules (page 36).
  LIMITED POWER 
  EXAMPLES TABLE
  Bonus 
  Limitation
  -1 
  Power Only Works On Women
  -¾  
  Power Does No STUN (only works for attacks 
  which normally do STUN)
  -¼ or -½ Power Does Not Work On Dwarves (exact 
  value depends upon how common dwarves 
  are in the campaign)
  -¼  
  Power Only Works In Daylight
  -¼  
  Power Only Works While Character Is Touch-
  ing Th e Ground
  -½ 
  Power Only Works In Darkness
  -1 
  Power Only Works In Twilight
  -1½ 
  Power Only Works In Water
  -1½ 
  Power Only Works During Natural 
  Rainstorms
  -2 
  Power Only Works In Tornadoes
  -2 
  Power Only Works In Intense Magnetic Fields
  -2 
  Power Only Works Under A Full Moon
  -½  
  Power Does Not Work In Darkness
  -¼  
  Power Does Not Work In Water
  -¼  
  Power Does No Knockback
  SIDE EFFECTS
  Value
  Side Effect
  -¼
  Minor Side Eﬀ ect:  15 Active Points, or some 
  other minor or trivial eﬀ ect
  -½
  Major Side Eﬀ ect:  30 Active Points
  -1
  Extreme Side Eﬀ ect:  60 Active Points
  Modiﬁ ers
  x2 value
  Side Eﬀ ect occurs automatically whenever 
  Power is used (or is bought for a Power 
  which always works)
  LINKED
  EXAMPLE
  Lazer wants to create 
  a laser attack which 
  both cuts and blinds 
  an opponent. He buys 
  an RKA 3d6 for 45 
  Character Points and 
  a Sight Group Flash 
  4d6 for 20 Character 
  Points. Since the Flash 
  has fewer Active Points, 
  it’s the “lesser power,” 
  and Lazer applies the 
  Linked Limitation to 
  it. Th e Flash 4d6 now 
  costs (20/ (1+½)) = 13 
  Character Points. Lazer 
  can only use the Flash 
  when he uses the RKA, 
  but he can use the RKA 
  without using the Flash 
  if he prefers. When he 
  uses both, he activates 
  and ﬁ res them at a target 
  at the same time as one 
  Action. Th e RKA applies 
  to the target before the 
  Flash, since the Flash, if 
  successful, reduces the 
  target’s DCV.
  
  72 ■ Character Creation
  Hero System 5th Edition
  C
  haracters use Power Frameworks to buy 
  several powers which group together and 
  draw from a common “pool” of points. Th is 
  makes those powers much cheaper, but 
  restricts how and when the character can use them. 
  Th e individual powers in a Power Framework are 
  usually referred to as “slots.”
  Power Frameworks are most appropriate for 
  Superheroic games. In Heroic games, they’re usu-
  ally only used to represent weapons or other pieces 
  of equipment with multiple functions (such as a 
  three-setting laser pistol deﬁ ned as a Multipower).
  Th ere are two types of Power Frameworks: 
  Elemental Controls and Multipowers.
  GENERAL RULES
  A character can never buy one Power Frame-
  work in another Power Framework, nor can he 
  have a power in one Power Framework add to or 
  modify a power in another Power Framework. 
  Slots within a single Power Framework cannot add 
  together or modify each other.
  Characters may not buy more than one Power 
  in a single Power Framework slot unless those 
  Powers are Linked or the character has the GM’s 
  permission.
  Characters cannot purchase Talents and Spe-
  cial Powers in Power Frameworks except with the 
  GM’s permission.
    ELEMENTAL CONTROL 
  A character with an Elemental Control 
  (“EC”) has two or more powers closely related by 
  a common special eﬀ ect (for example, Fire Powers, 
  Mental Powers, Weather Control Powers, or Teleki-
  netic Powers).
  To buy an EC, do the following:
  1. Decide how many Active Points you want each 
  of the slots to have. All slots must have the same 
  number of Active Points.
  2. Pay half that Active Point cost as the base cost of 
  the EC.
  3. Buy the slots. Each slot costs half the Active 
  Point cost established in Step 1. (Th us, by paying 
  the base cost one time, the character gets each slot 
  at half cost.)
  All slots in an EC must cost END (though 
  they can have the Reduced Endurance Advantage). 
  A character cannot buy a Power which inherently 
  costs no END (for example, Armor or FTL Travel) 
  as an EC slot unless the Power has the Limitation 
  Costs Endurance.
  Here’s an example EC of Ice Powers, where 
  each slot has 60 Active Points:
  Cost Power
  30  
  Ice Powers:  Elemental Control, 60-point powers
  30   
  1)  Ice Blast:  Energy Blast 12d6
  30   
  2)  Ice Block:  Entangle 6d6, 6 DEF
  30   
  3)  Ice Slides:  Running +30”
  Total cost:  120 points.
  Th anks to the fact that he’s bought these three 
  powers through an EC, a character with Ice Powers 
  pays only 120 Character Points for 180 Character 
  Points’ worth of powers.
  Advantages And Limitations
  If you want a power in an EC slot to have an 
  Advantage, calculate the cost of the power normally 
  to determine the Active Points. For example, in the 
  Ice Powers EC above, Slot 1 could be an Energy 
  Blast 8d6, Armor Piercing instead of an Energy 
  Blast 12d6 — either one has 60 Active Points.
  If a power in an EC slot has a Limitation, the 
  Limitation applies only to the slot cost. It does not 
  apply to the base cost. For example, if Slot 3 had Acti-
  vation Roll 11- (-1), it would cost 15 points instead of 
  30 (making the overall cost of the EC 105 points).
  One Limitation works diﬀ erently:  Charges. If 
  you want the whole EC to be usable only a certain 
  number of times per day, apply Charges to the base 
  cost. (If you want a slot to have its own speciﬁ c 
  number of uses, apply Charges to it alone.)
  USING ELEMENTAL CONTROLS
  A character can use any or all of the Powers in 
  his Elemental Control at the same time — assum-
  ing he can aﬀ ord to pay all the END, of course.
  Because all the powers in an EC are so closely 
  related, if another character uses a Drain or Transfer 
  against any slot, it aﬀ ects every slot and the base cost. 
  In eﬀ ect, this doubles the eﬀ ectiveness of Drains and 
  Transfers and applies them to every slot at once.
    MULTIPOWER 
  A character with a Multipower has two or 
  more powers that draw from a common pool of 
  Character Points (known as a Multipower reserve). 
  Th e powers are cheaper than in an Elemental Con-
  trol, and don’t have to be closely related by a special 
  eﬀ ect, but the character can only use one of them 
  at a time.
  POWER 
  FRAMEWORKS
  FLEXIBLE 
  MULTIPOWERS
  At the GM’s option, 
  characters can buy Multi-
  powers with ﬂ exible slots. 
  Th e cost of a ﬂ exible slot 
  is the slot’s Real Points 
  divided by 5 (in other 
  words, it’s double the cost 
  of a normal Multipower 
  slot). If you want a Multi-
  power with ﬂ exible slots, 
  all slots in the Multip-
  ower must be ﬂ exible.
  Th e beneﬁ t to having 
  ﬂ exible slots is that the 
  character can use two 
  or more powers at once, 
  with this restriction:  the 
  Active Points in all the 
  powers in use cannot 
  exceed the reserve cost. 
  For example, if a char-
  acter had a 90-point 
  Multipower with ﬂ ex-
  ible slots, he could use 
  one power at 80 points 
  of eﬀ ect and one at 
  10, two at 45 points of 
  eﬀ ect each, three at 30 
  points of eﬀ ect each, or 
  any other combination 
  adding up to 90.
  Suppose the Energy 
  Projection Powers Mul-
  tipower in the main 
  text had ﬂ exible slots. It 
  would cost 60 + 12 + 12 
  + 6 +12 + 12 = 114 Char-
  acter Points. However, 
  the character could then 
  choose to use Flight 15” 
  (30 points) and Energy 
  Blast 6d6 (30 points), 
  or he could use Energy 
  Blast 4d6 Armor Pierc-
  ing (30 points) and Force 
  Field (10 PD/10 ED) (20 
  points) and Flight 5” (10 
  points). But he couldn’t 
  use Energy Blast 8d6 (40 
  points) and Flight 20” 
  (40 points), because 40 + 
  40 = 80, which exceeds 
  the reserve cost of 60.
  
  73 
  Sidekick ■ Chapter One
  To buy a Multipower, do the following:
  1.  Deﬁ ne the size of the Multipower reserve and 
  pay for it in Character Points. For example, if you 
  want a 40-point reserve, the reserve costs 40 Char-
  acter Points.
  2.  Buy the slots.
  a.  No slot can have more Active Points than 
  the Multipower reserve has points.
  b.  Th e cost of a slot is its Real Points divided 
  by 10.
  Here’s an example Multipower for a character 
  who has energy projection powers:
  Cost Power
  60  
  Energy Projection Powers:  Multipower, 60-point 
   
   
  reserve
  6  
  1)  Energy Bolt:  Energy Blast 12d6
  6  
  2)  Cutting Energy Bolt:  Energy Blast 8d6, 
   
   
  Armor Piercing
  3  
  3)  Deadly Energy Touch:  Ranged Killing Attack 
   
   
  3d6, No Range (-½)
  6  
  4)  Energy Boost:  Flight 30”
  6  
  5)  Energy Shield:  Force Field (30 PD/30 ED)
  Total cost:  87 points
  As you can see, the reserve has 60 points. Th at 
  means no slot in the Multipower can have more 
  than 60 Active Points — they could have fewer 
  than 60 Active Points (as Slot 3 does), but 60 is the 
  maximum.
  Th anks to the fact that he’s bought these ﬁ ve 
  powers through a Multipower, the character pays 
  only 87 Character Points for 270 Character Points’ 
  worth of powers. However, he can only use one 
  power at a time.
  Advantages And Limitations
  Advantages and Limitations apply to a slot’s 
  cost normally:  Advantages increase a slot’s Active 
  Point cost, so you have to make sure it ﬁ ts within 
  the reserve amount; a Limitation reduces a slot’s 
  Real Point cost and saves points. In the example 
  Multipower, look at Slot 2 (which has an Advan-
  tage) and Slot 3 (which has a Limitation).
  Charges is an exception. If you want the whole 
  Multipower to be usable only a certain number of 
  times per day, apply Charges to the reserve cost. (If 
  you want a slot to have its own speciﬁ c number of 
  uses, apply Charges to it alone.)
  USING MULTIPOWERS
  Th e only restriction on Multipowers is that a 
  character can only use one power in a Multipower 
  at a time. Using the example above, if the character 
  is using his Flight, he cannot use any of his Energy 
  Blasts, his RKA, or his Force Field — all he can do 
  is ﬂ y. Th is remains true even if he uses his Flight at 
  less than full power. (But see the Flexible Multipow-
  ers sidebar on page 72.)
  Changing the slots in a Multipower — switch-
  ing from one power to another — is a Zero-Phase 
  Action (page 88), but a character can only switch 
  slots once per Phase.
  Multipowers do not suﬀ er from from any of 
  the restrictions placed on Elemental Controls.
  
  74 ■ Character Creation
  Hero System 5th Edition
  EXAMPLE 
  POWERS
  T
  o show you just how varied and ﬂ exible the 
  HERO System can be, here are a few example 
  abilities. (You can ﬁ nd more in the sidebars 
  on pages 45-61.) Th ese are just examples; 
  there may be other ways to build these abilities, or 
  ways you can customize them by adding or remov-
  ing Advantages and Limitations.
  CYBERWARE
  FINGERTIP BLADES
  Effect:   
  HKA 1d6, No STR Bonus
  Target/Area 
  Affected:   
  One character
  Duration:   Instant
  Range:   
  Touch
  END Cost:   1
  Description:  Small, razor-sharp, claw-like blades 
  have been installed underneath the character’s 
  ﬁ ngernails. Th ey don’t get a bonus from STR like 
  HKAs normally do; the blades are too small for the 
  user’s STR to have any extra eﬀ ect.
  Game Information:  HKA 1d6 (15 Active Points), 
  No STR Bonus (-½). Total cost:  10 points.
  MUSCLE GRAFTS
  Effect:  +20 STR, No Figured Characteristics
  Target/Area Affected:  Self
  Duration:  Persistent
  Range:  Self
  END Cost:  2 when used
  Description:  Th e character has had artiﬁ cial 
  muscles graft ed onto his regular muscles. He’s a lot 
  stronger, but not any tougher.
  Game Information:  +20 STR (20 Active Points); No 
  Figured Characteristics (-½). Total cost:  13 points.
  REFLEX ENHANCEMENT
  Effect:   
  +10 DEX
  Target/Area 
  Affected:   
  Self
  Duration:   Persistent
  Range:   
  Self
  END Cost:   0
  Description:  Th e character’s nervous system has 
  been augmented with additional artiﬁ cial nerves 
  and microcomputers, making him much more 
  agile, fast, and accurate. 
  Game Information:  +10 DEX (30 Active Points); 
  Restrainable (-¼). Total cost:  24 points.
  PSIONIC POWERS
  PSYCHIC AGONY
  Effect:   
  Ego Attack 2d6
  Target/Area 
  Affected:   
  One character
  Duration:   Constant
  Range:   
  Line Of Sight
  END Cost:   4
  Description:  Th e character can make the target expe-
  rience intensely painful headaches and other agoniz-
  ing pains. Th is lasts as long as the character focuses 
  on the victim (i.e., pays END to maintain the eﬀ ect).
  Game Information:  Ego Attack 2d6, Continu-
  ous (+1) (40 Active Points); Extra Time (Full 
  Phase; -½). Total cost:  27 points.
  PSYCHIC INVISIBILITY
  Effect:  
  Invisibility to Sight Group, Only Versus  
   
  Beings With Minds
  Target/Area 
  Affected:   
  Self
  Duration:   Constant
  Range:   
  Self
  END Cost:   2
  Description:  Th e character can make himself invis-
  ible by “erasing” himself from the perceptions of 
  those around him. But this only works on beings 
  with minds; if he’s ﬁ lmed with a camera or the like, 
  he shows up normally.
  Game Information:  Invisibility to Sight Group 
  (20 Active Points); Only Versus Beings With 
  Minds (see text; -½). Total cost:  13 points.
  PSYCHOKINETIC BLAST
  Effect:   
  Energy Blast 8d6, BOECV
  Target/Area 
  Affected:   
  One character
  Duration:   Instant
  Range:   
  Line Of Sight
  END Cost:   8
  Description:  Th e character can project from his 
  brain a blast of pure psychokinetic force strong 
  enough to injure other people, break down doors, 
  and so forth.
  Game Information:  Energy Blast 8d6, BOECV 
  (+1) (80 Active Points); Concentration (½ 
  DCV; -¼), Extra Time (Full Phase; -½). Total 
  cost:  46 points.
  CREATING
  CYBERWARE
  Many science ﬁ ction 
  campaigns take place in 
  settings featuring cyber-
  ware — special devices 
  (or tailored tissue and 
  organs) implanted in 
  the body. Cyberware 
  devices aren’t usually 
  built with the Focus 
  Limitation — they’re so 
  much a part of the char-
  acter that they’d require 
  surgery to remove, so 
  they’re eﬀ ectively innate 
  abilities. However, many 
  of them have the Limi-
  tation Restrainable (-¼), 
  reﬂ ecting the fact that 
  there are some coun-
  termeasures that other 
  people can take to dis-
  able them. For example, 
  in settings with cyber-
  ware, the police oft en 
  have special electromag-
  netic pulse guns that 
  can temporarily turn oﬀ  
  some cyber-systems.
  
  75 
  Sidekick ■ Chapter One
  SPELLS
  HEALINGSPELL
  Effect:   
  Healing 4d6
  Target/Area 
  Affected:   
  One character
  Cast Time:   Half Phase (Attack Action)
  Casting 
  Procedures:  Focus, Gestures, Incantations
  Duration:   Instant
  Range:   
  Touch
  Magic Roll: -4
  END Cost:   4
  Description:  Th is spell allows the caster to heal the 
  injuries he or another person suﬀ ers.
  Game Information:  Healing 4d6 (40 Active 
  Points); OAF (Wizard’s Staﬀ ; -1), Gestures
  (-¼), Incantations (-¼), Requires A Magic Roll 
  (-½). Total cost:  13 points.
  MAGEHAND
  Effect:   
  Telekinesis (10 STR), Fine Manipulation
  Target/Area 
  Affected:   
  Self One character
  Cast Time:   Half Phase (Attack Action)
  Casting 
  Procedures: Focus, Gestures, Incantations
  Duration:   Constant
  Range:   
  125”
  Magic Roll: -2
  END Cost:  2
  Description:  Th is simple but eﬀ ective spell allows 
  a wizard to move and manipulate objects with-
  out having to physically touch them. It uses the 
  optional Fine Manipulation ability for Telekinesis.
  Game Information:  Telekinesis (10 STR), Fine 
  Manipulation (25 Active Points); OAF (Wizard’s 
  Staﬀ ; -1), Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½). Total cost:  8 points.
  MYSTIC BOLT
  Effect:   
  RKA 2d6, No Range Modiﬁ er
  Target/Area 
  Affected:   
  One Hex
  Cast Time:   Half Phase (Attack Action)
  Casting 
  Procedures: Focus, Gestures, Incantations
  Duration:  
  Instant
  Range:  
  300”
  Magic Roll: -6
  END Cost:  6
  Description:  Th is spell ﬁ res a bolt of mystic force at 
  a target hex. All characters in the target hex take the 
  damage. Th e spell has a range of 300” and suﬀ ers 
  no Range Modiﬁ er penalties.
  Game Information:  RKA 2d6, Area Of Eﬀ ect 
  (One Hex; +½), No Range Modiﬁ er (+½) 
  (60 Active Points); OAF (Wizard’s Staﬀ ; -1), 
  Gestures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½). Total cost:  20 points.
  SUPERPOWERS
  ICY PRISON
  Effect:  
  Entangle 6d6, 6 DEF, Vul. (ﬁ re/heat)
  Target/Area 
  Affected:   
  One character
  Duration:  
  Instant
  Range:  
  300”
  END Cost:  6
  Description:  Th e character can encase his foes in 
  solid blocks of ice. Fire and heat attacks are espe-
  cially eﬀ ective at freeing the trapped person.
  Game Information:  Entangle 6d6, 6 DEF (60 
  Active Points); Vulnerable (Entangle takes x2 
  damage from Fire/Heat attacks; -1). Total cost:  
  30 points.
  POWER STAFF
  Effect:   
  Elemental Control of Energy Powers
  Target/Area 
  Affected:   
  Varies
  Duration:   Varies
  Range:   
  Varies
  END Cost:   Varies
  Description:  Th e character possesses an artifact of 
  great power — a Power Staﬀ  created by the super-
  science of a benevolent alien species. With it he can 
  project blasts of power, ﬂ y, protect himself, and so 
  forth... but if he’s not careful, his enemies can take it 
  away from him!
  Game Information:
  Cost Power
  30 
  Power Staﬀ :  Elemental Control, 60-point powers
  15 
  1)  Power Blast I:  Energy Blast 12d6; OAF (-1)
  15 
  2)  Power Blast II:  RKA 4d6; OAF (-1)
  15 
  3)  Power Shackles:  Entangle 6d6, 6 DEF; 
  OAF (-1)
  15 
  4)  Energy Hand:  Telekinesis (40 STR); OAF (-1)
  15 
  5)  Power Shield:  Force Field (20 PD/20 ED), 
  Hardened (+¼), Reduced Endurance (½ 
  END; +¼); OAF (-1)
  15 
  6)  Power Barrier:  Force Wall (6 PD/6 ED, 
  5” long and 2” high), Reduced Endurance (0 
  END; +½); OAF (-1)
  15 
  7)  Power Flying:  Flight 20”, Reduced Endur-
  ance (0 END; +½); OAF (-1)
  Total cost:  135 points.
  XRAY VISION
  Effect:   
  X-Ray Vision
  Target/Area 
  Affected:   
  Self
  Duration:   Constant
  Range:   
  Self
  END Cost:   1
  Description:  Th e character has the power to see 
  through walls and the like. Unlike normal senses, 
  using this one can tire him out.
  Game Information:  X-Ray Vision (10 Active Points); 
  Costs Endurance (-½). Total cost:  7 points.
  CREATING
  SPELLS
  Many types of gaming 
  campaigns, particularly 
  Fantasy Hero games, 
  feature magic. Th is page 
  has some example spells 
  that characters could 
  cast. You can ﬁ nd more 
  spells on page 119 as 
  part of the character 
  sheet for Valerius the 
  Harper. For thousands 
  more spells, see Th e Fan-
  tasy Hero Grimoire from 
  Hero Games.
  Th e way you create 
  spells in the HERO 
  System varies depend-
  ing on how the magic 
  system for the world 
  works. Th e spells on 
  this page are for a magic 
  system that requires 
  all spells to have the 
  following Limitations:  
  OAF (Wizard’s Staﬀ ; -1), 
  Gestures (-¼), Incanta-
  tions (-¼), and Requires 
  A Magic Roll (-¼) (the 
  Magic Skill is a form of 
  the Power Skill). Other 
  magic systems might 
  build spells with other 
  Limitations, or no stan-
  dard Limitations at all; 
  Fantasy Hero discusses 
  this subject in detail.
  All of these spells take 
  at least a Half Phase 
  Action to cast. Th at’s a 
  standard rule in Fantasy 
  Hero games.
  
  76 ■ Character Creation
  Hero System 5th Edition
  DISADVANTAGES
  C
  haracters have weaknesses as well as 
  strengths; you need both to create an inter-
  esting, well-rounded individual. In the 
  HERO System, you represent a character’s 
  weaknesses with Disadvantages. Disadvantages help 
  develop a character’s background and personal-
  ity, and provide the GM with interesting ideas for 
  adventures. To encourage characters to take them, 
  Disadvantages give the character more Character 
  Points to spend.
  Superheroic characters can have up to 150 
  Character Points’ worth of Disadvantages; Heroic 
  characters can have up to 75 Character Points of 
  Disadvantages (see page 14). A character doesn’t 
  have to take the full amount of Disadvantages 
  available to him — or any Disadvantages at all, for 
  that matter.
  All Disadvantages are subject to the Basic Law 
  of Disadvantages:
  A Disadvantage which isn’t a 
  Disadvantage isn’t worth any points!
  None!  For example, if a PC takes Physical Lim-
  itation:  No Legs, and then buys Extra Limbs (legs), 
  he doesn’t get the Disadvantage points. Similarly, 
  if a character takes Hunted:  Trolls 11- when trolls 
  don’t exist in the campaign world, it’s not worth any 
  points. Th e GM has to approve all Disadvantages.
  You cannot reduce the value of a Disadvantage 
  below 0, even if it has negative modiﬁ ers.
  DISADVANTAGE 
  DESCRIPTIONS
  ACCIDENTAL CHANGE
  A character with this Disadvantage has at 
  least two forms or identities and sometimes acci-
  dentally or involuntarily changes between them 
  — for example, a character who’s a werewolf and 
  changes to wolfman form during the full moon. 
  Th e value depends on how frequently the phenom-
  ena that triggers the change occurs, and the chance 
  (expressed as a 3d6 roll) that the change occurs (see 
  the accompanying table).
  Every Phase a character is exposed to the cir-
  cumstances that cause his change, he rolls 3d6. If 
  he rolls less than the listed number, he changes. He 
  cannot change back until the circumstances which 
  caused the change have altered.
  ACCIDENTAL CHANGE
   Value 
  Circumstances
   
  5 
  Uncommon Circumstance
   10 
  Common Circumstance
   15 
  Very Common Circumstances
   Value 
  Chance To Change
   +0 
  Infrequently (8-)
   +5 
  Frequently (11-)
   +10 
  Very Frequently (14-)
   +15 
  Always
  Examples
  Accidental Change 14- when character sees or smells 
  blood (Uncommon):  15 Character Points.
  Accidental Change Always when character experiences 
  stress under a full moon (Uncommon):  20 Character 
  Points.
  DISADVANTAGES
  SUMMARY TABLE
  Disadvantage Name 
  Description
  Accidental Change 
  Character sometimes invol-
   untarily changes between 
  two forms or identities
  Dependence 
  Character suﬀ ers harm if he
   does not regularly have 
  some substance or item
  Dependent NPC 
  Character must protect/help
   an NPC who oft en gets into
   trouble
  Distinctive Features 
  Character has an unusual,
   distinctive feature
  Enraged/Berserk 
  Character sometimes loses
   control of himself
  Hunted 
  Character is pursued by an
   enemy
  Physical Limitation 
  Character suﬀ ers from some
   physical handicap
  Psychological Limitation Character suﬀ ers from some
  mental or emotional 
  handicap
  Reputation 
  Character is known for some
   negative quality
  Rivalry 
  Character competes with a
   rival
  Social Limitation 
  Character’s ability to interact
   with society is restricted
  Susceptibility 
  Character takes damage 
  when exposed to some 
  normally harmless substance 
  or eﬀ ect
  Unluck 
  Character is unlucky
  Vulnerability 
  Character takes extra 
  damage from some type 
  of attack
  
  77 
  Sidekick ■ Chapter One
  DEPENDENCE
  A character with this Disadvantage is dependent 
  on a certain substance or item. If he cannot get it, he 
  suﬀ ers negative eﬀ ects, possibly even injury or death. 
  Examples include a character with a drug addiction 
  or an aquatic superhero who has to return to the sea 
  every hour.
  Th e value of Dependence depends on three 
  things. Th e ﬁ rst is the commonality of the substance 
  the character needs is. Th e rarer the substance, the 
  more the Disadvantage is worth.
  Th e second is what eﬀ ect being deprived of 
  the substance has. It could inﬂ ict damage, cause the 
  character’s powers to function poorly, or make the 
  character incompetent or weak.
  Th e third is how long the character can remain 
  away from the substance before he suﬀ ers the eﬀ ects 
  of deprivation. Th e longer he can go without it, the 
  less his Dependence is worth.
  DEPENDENT NONPLAYER CHARACTER
  A character with this Disadvantage has a non-
  player character friend, companion, or associate who 
  oft en gets into trouble, requiring the character to pro-
  tect or save him. Examples include a “signiﬁ cant other” 
  who always seems to get into trouble, a weak, elderly 
  relative the character looks out for, or an inquisitive pet.
  Th e value of this Disadvantage depends upon 
  two factors:  ﬁ rst, how competent the DNPC is in rela-
  tion to the character; second, how oft en the DNPC 
  becomes involved in the character’s adventures.
  A DNPC is a Disadvantage. He might help 
  the character once in a while, but mostly he causes 
  trouble. If a “DNPC” is too helpful, the character 
  should buy him as a Contact or Follower instead 
  (see Perks, page 31).
  DEPENDENCE
   Value 
  Dependent Substance is
   
  5 
  Very Common/Easy To Obtain
   10 
  Common/Diﬃ  cult To Obtain
   15 
  Uncommon/Extremely Diﬃ  cult To Obtain
   Value 
  Effect
   
   
  Damage:  Th e character takes damage per 
   
   
  time increment
   +5 
  1d6
   +10 
  2d6
   +15 
  3d6
   +5 
  Character’s powers acquire 14- Activation Roll
   +10 
  Character’s powers acquire 11- Activation Roll
   +5 
  Incompetence: -1 to all Skill Rolls and related 
   
   
  rolls per time increment
   +5 
  Weakness:  -3 to all Characteristics per time 
   
   
  increment
   Value 
  Time Before Suffering Effects
   +25 
  Segment
   +20 
  Phase
   +15 
  Turn
   +10 
  1 Minute
   +5  
  5 Minutes
   +0 
  20 Minutes
   -5 
  1 Hour
   -10 
  6 Hours
   -15 
  1 Day
  ...and so forth (see Time Chart, page 22)
  Examples
  Spare Parts (character must replace the rare high-tech 
  parts in his armor with new ones every day, or it begins 
  to suﬀ er malfunctions resulting in an 11- Activation Roll 
  for Powers derived from the armor) (Uncommon):  10 
  Character Points.
  Recharging (character must recharge his powers with 
  his “mystic battery” every day or suﬀ er Weakness) (Very 
  Common):  0 Character Points.
  DEPENDENT NPC
   Value 
  The DNPC is
   10 
  Incompetent (-20 points or lower)
   
  5 
  Normal
   
  0 
  Slightly Less Powerful than the PC
   -5 
  As powerful as the PC
   -5 
  DNPC has useful noncombat position or   
   
   
  skills
   +5 
  DNPC is unaware of character’s adventuring 
   
   
  career/Social Limitation: Secret Identity
   Value 
  Appearance
   +5 
  8- (Infrequently)
   +10 
  11- (Occasionally)
   +15 
  14- (Frequently)
  Examples
  Nosy Old Mrs. McCreedy:  DNPC 11- (character’s land-
  lord), Incompetent, Unaware of character’s Social Limi-
  tation (Secret Identity):  25 Character Points
  Lady Riselda:  DNPC 14-, Normal, Useful Noncombat 
  Position (the Baron’s lovely young daughter with a knack 
  for getting into trouble):  15 Character Points
  DISTINCTIVE FEATURES
   Value 
  Concealability
    5 
  Easily Concealed
   10 
  Concealable (with Disguise Skill or major eﬀ ort)
   15 
  Not Concealable
   Value 
  Reaction
   +0  
  Feature is Noticed and Recognizable
   +5  
  Feature is Always Noticed and Causes Major Reaction or Prejudice
   +10 
  Feature Causes Extreme Reaction (abject fear, unabiding lust, utter disgust)
   Value 
  Sensing
   -0  
  Feature Detectable By Commonly-Used Senses (Sight, Hearing) and/or By 
   
   
  Virtually Everyone
   -5  
  Feature Detectable By Uncommonly-Used Senses (Smell, Touch, Taste) and/or 
   
   
  By Large Group and/or By Simple Tests
   -10 
  Feature Detectable Only By Unusual Senses  (Detects) and/or Only By A Small 
   
   
  Group and/or Only By Technology Or Major Eﬀ ort
   -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 Eﬀ ort (Always Noticed):  15 Character Points
  
  78 ■ Character Creation
  Hero System 5th Edition
  DISTINCTIVE FEATURES
  A character with this Disadvantage has some 
  easily recognizable feature(s) which are diﬃ  cult to 
  conceal. Examples include distinctive appearances 
  (bright purple hair, a facial scar, unusual height, a 
  strange voice), an aura of mystic power, a uniform, 
  or the like.
  Th e value of Distinctive Features depends on 
  three factors:  how easy the feature is to conceal; 
  how strong a reaction the feature tends to provoke 
  in others; and which senses can detect the feature.
  Distinctive Features is a Disadvantage. If 
  having a distinctive appearance doesn’t inconve-
  nience or hinder the character somehow, it’s not 
  worth any points.
  ENRAGED/BERSERK
  A character with this Disadvantage loses 
  control of himself when confronted by certain 
  situations or stimuli. Th e value depends on three 
  factors:  the commonality of the phenomena that 
  triggers the character’s rage; how easily the charac-
  ter becomes Enraged/Berserk; and how easily the 
  character “snaps out of it” and returns to his senses.
  When a character encounters the phenomena 
  that Enrages him (or makes him Berserk), roll 
  3d6. If the roll is less than or equal to his chance to 
  become Enraged/Berserk, the Disadvantage takes 
  eﬀ ect. He can roll to return to his senses whenever 
  he defeats a foe, runs out of END, or someone tries 
  to snap him out of it. If he rolls less than or equal to 
  his chance to recover, he’s back to his normal self; 
  otherwise, he remains Enraged/Berserk.
  An Enraged character mindlessly attacks the 
  individual (or object) that Enrages him. He cannot 
  try to defend himself, take any defensive actions, 
  or do anything other than attack that person (or 
  object). Furthermore, he must use his most famil-
  iar or oft en used oﬀ ensive power at full strength 
  against the target.
  A Berserk character is like an Enraged charac-
  ter, but with one important diﬀ erence:  he attacks 
  the nearest target, not necessarily the one that 
  angers him. Th is makes him a danger to his friends 
  and teammates.
  HUNTED
  A character with Hunted is pursued by some 
  person or group. His Hunter may show up during 
  adventures and try to harm or hinder him.
  Th e value of a Hunted depends on three fac-
  tors. Th e ﬁ rst is how capable, competent, and dan-
  gerous the Hunter is relative to the character (this 
  includes not just combat abilities, but the Hunter’s 
  power to investigate the character 
  or otherwise interfere with his 
  life). Th e second factor is how 
  oft en the Hunter tends to show 
  up (based on a 3d6 roll made by 
  the GM at the beginning of each 
  adventure). Th e 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 Inﬂ uence” 
  (such as the ability to make the 
  IRS audit the character). Th is most 
  oft en 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.
  ENRAGED/BERSERK
   Value 
  Circumstances
   
  5 
  Uncommon circumstance
   10 
  Common Circumstances
   15 
  Very Common Circumstances
   +10 
  Berserk
   Value 
  Chance to Become Enraged 
   +0 
  8-
   +5 
  11-
   +10 
  14-
   Value 
  Chance to Recover
   +0 
  14-
   +5 
  11-
   +10 
  8-
  Examples
  Enraged:  in combat (Very Common), go 11-, recover 11-:  
  25 Character Points
  Berserk:  at the sight/smell of blood (Common), go 11-, 
  recover 8-:  35 Character Points
  
  79 
  Sidekick ■ Chapter One
  PHYSICAL LIMITATION
  A character with this Disadvantage has a phys-
  ical problem which hampers him, such as blind-
  ness, a weak leg, or being so large and heavy he 
  can’t ride in cars. Th e value depends on how oft en 
  and to what extent the problem hinders or impairs 
  the character in the game.
  PSYCHOLOGICAL LIMITATION
  A character with this Disadvantage has a 
  mental quirk or impairment of some sort. Th e 
  value depends on how oft en the condition aﬀ ects 
  the character, and how much it impairs or aﬀ ects 
  him. Types of Psychological Limitations include:
  ■ 
  Codes of conduct, such as following a code of 
  honor (e.g., chivalry, bushido, or always keep-
  ing one’s word) or refusing to kill opponents
  ■ 
  Fears and hatreds, such as a character who’s 
  afraid of heights, or one who has a burning 
  hatred of dwarves
  ■ 
  Personality traits or compulsions, a large 
  category of negative behaviors including 
  overconﬁ dence, arrogance, being in love with 
  someone, or the like.
  REPUTATION
  A character with Reputation is viewed in an 
  unfavorable light. For example, he could be consid-
  ered dangerous, violent, a racist, or easily tricked 
  HUNTED
   Value 
  Capabilities
   
  5 
  Hunter is Less Powerful than PC
   10 
  Hunter is As Powerful as PC
   15 
  Hunter is More Powerful than PC
   +5 
  Hunter has extensive Non-Combat Inﬂ uence 
   
   
  (NCI)
   -5 
  Hunter is limited to a certain geographical area
   +5 
  PC has a Social Limitation:  Public Identity or is 
   
   
  otherwise very easy to ﬁ nd
   Value 
  Appearance
   +0 
  8- (Occasionally)
   +5 
  11- (Frequently)
   +10 
  14- (Very Frequently)
   Value 
  Motivation
   -10 
  Watched:  Hunter is only Watching the character
   -5 
  Hunter desires to Mildly Punish the character 
   
   
  (deportation, ﬁ ning, question, theft  of 
   
   
  possessions)
   -0 
  Hunter desires to Harshly Punish the character 
   
   
  (imprison, enslave, kill)
  Examples
  Hunted:  Dr. Destroyer 8- (More Powerful, NCI, 
  Kill/Imprison):  20 Character Points
  Hunted:  Th e Police 11- (More Powerful, NCI, Limited 
  Geographical Area, Imprison):  20 Character Points
  Hunted:  Private Detective 11- (Less Powerful, Watching):  
  0 Character Points
  PHYSICAL LIMITATION
   Value 
  Limitation Occurs
   
  5 
  Infrequently
   10 
  Frequently
   15 
  All the Time
   Value 
  Limitation Impairs
   +0 
  Slightly
   +5 
  Greatly
   +10 
  Fully
  Examples (see also page 86)
  No Hands (All Th e Time, Fully Impairing):  25 Character 
  Points.
  Unable To Walk (Frequently, Fully Impairing):  20 Char-
  acter Points.
  Missing One Eye — lacks depth perception (½ OCV with 
  all Ranged Attacks), no peripheral vision on one side 
  (Infrequently, Greatly Limiting):  10 Character Points.
  PSYCHOLOGICAL 
  LIMITATION
   Value 
  Situation Is
   
  5 
  Uncommon
   10 
  Common
   15 
  Very Common
   Value 
  Intensity
   +0 
  Moderate: Decides character’s choice of targets 
  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 
  if he makes an EGO Roll.
   +10 
  Total: Character becomes totally useless or 
  completely irrational in the situation, and will 
  not change his mind for any reason; EGO Roll 
  at -5 (minimum) required to change actions 
  (if the GM allows such a roll at all)
  Examples
  Code Of Chivalry (Common, Total):  20 Character Points
  Code Versus Killing (Common, Total):  20 Character 
  Points
  Claustrophobia (Uncommon, Total):  15 Character Points
  Overconﬁ dence (Very Common, Moderate):  
  15 Character Points
  Coward (Common, Total):  20 Character Points
  Vengeful (Uncommon, Strong):  10 Character Points
  In Love With X (Common, Strong):  15 Character Points
  REPUTATION
   Value 
  Recognized
   
  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
  or fooled. Th e value depends on how oft en other 
  people recognize or remember the character based 
  on his negative Reputation.
  RIVALRY
  A character with this Disadvantage is engaged 
  in a not-so-friendly rivalry with another charac-
  ter. A Rivalry may be Professional, Romantic, or 
  both. If it’s one or the other, it’s worth 5 Character 
  Points; if it’s both, it’s worth 10 Character Points. If 
  the Rival is a fellow player character, the Rivalry is 
  worth +5 Character Points.
  SOCIAL LIMITATION
  Th is Disadvantage means the character’s abil-
  ity to interact with society and/or other people is 
  somehow limited, restricted, more diﬃ  cult than 
  usual, or dangerous to him. Examples include keep-
  ing an important secret (such as a secret identity), 
  being well-known or famous, or belonging to a 
  disfavored minority. Th e value depends upon how 
  oft en the restrictive circumstances occur and their 
  eﬀ ects on the character.
  SUSCEPTIBILITY
  A character with Susceptibility takes damage 
  from objects or eﬀ ects which are harmless to most 
  people. Examples include demons and undead suf-
  fering damage from sunlight or holy objects, or a 
  superhero from the planet Argon suﬀ ering damage 
  when exposed to green argonite.
  Th e value of a Susceptibility depends on three 
  factors:  how frequently the character tends to 
  encounter the object or eﬀ ect; how much damage 
  he takes from it; and how quickly he takes damage.
  A Susceptible character takes STUN damage 
  with no defense immediately when exposed to the 
  object or eﬀ ect to which he is Susceptible. Th ereaft er, 
  he takes damage at the time increments deﬁ ned by the 
  Disadvantage. Once he’s unconscious, he also begins 
  to take Normal Damage BODY from the attack until 
  he dies or is removed from the object or eﬀ ect. He 
  SUSCEPTIBILITY
   Value 
  Condition Is
   
  5 
  Uncommon
   10 
  Common
   15 
  Very Common
   Value 
  Take Damage Every
   +0 
  Eﬀ ect is instant (it only occurs or exists for an
   
   
  instant, such as many Instant Powers)
   +15 
  Segment
   +10 
  Phase
   +5 
  Turn
   
  0 
  Minute
   -5 
  5 minutes
  ...and so forth
   Value 
  Number Of Dice
   +0 
  1d6
   +5 
  2d6
   +10 
  3d6
  Examples
  Susceptibility To Holy Ground:  suﬀ er Drain STR 2d6 + 
  Drain CON 1d6 every Turn character is on holy or sacred 
  ground (Uncommon):  20 Character Points
  Susceptibility To Green Argonite:  3d6 damage per Phase 
  (Uncommon):  25 Character Points
  Susceptibility To Being Teleported:  3d6 damage, Instant 
  Eﬀ ect (Uncommon):  15 Character Points
  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 ﬁ red, 
  disowned, or suﬀ er 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 diﬃ  culty) 
  (character may suﬀ er 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.
  
  81 
  Sidekick ■ Chapter One
  does not stop taking damage, and may not Recover 
  from the damage, until the object or eﬀ ect is removed.
  UNLUCK
  Improbable and unlucky things happen to 
  a character who has Unluck. Unluck is worth 5 
  points per 1d6 and functions like the opposite 
  of the Luck Power (page 55). Whenever the GM 
  thinks it’s appropriate, he has the character make 
  an Unluck roll. Every “1” that comes up on the dice 
  equals one level of Unluck. Th e more levels the 
  character gets, the worse the fate that befalls him.
  VULNERABILITY
  A character with Vulnerability takes extra 
  damage from a particular attack form. For example, 
  an ice elemental might be Vulnerable to ﬁ re, while 
  a character suﬀ ering from a curse might be Vulner-
  able to magic. Th e value depends on two factors:  
  how common or frequent the attack form is; and 
  the multiplier applied to the damage (x1½ or x2). 
  Th e multiplier applies to either the STUN and 
  BODY of the attack; the character chooses which 
  one when he takes the Disadvantage (he can have 
  it apply to both by taking Vulnerability twice). Th e 
  multiplier increases the attack’s damage before the 
  character applies his defenses to reduce the damage.
  EXPERIENCE POINTS
  As characters play in a campaign, they learn 
  from things they do, mistakes they make, and 
  people they encounter. To reﬂ ect 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 diﬀ erent way. Characters 
  spend them to improve their existing Characteris-
  tics, Skills, and other abilities, or to buy new Skills 
  and abilities.
  Th e 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 diﬀ erent, so sometimes 
  the GM needs to adjust the guidelines.
  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
  Situation
  Experience
  Base experience points for being in a 
  scenario
  1 point
  Characters were on a very long, 
  involved adventure
  2 points
  Adventure ran more than one session
  +1 point/session
  Th e adventure was diﬃ  cult
  +1 point
  Characters heavily outnumbered
  +1 point
  Optional Guidelines
  Characters were clever, inventive, 
  subtle, or roleplayed well
  +1 point
  Characters solved a mystery
  +1 point
  Th e adventure was a resounding suc-
  cess
  +1 point
  Characters roleplayed very poorly
  -1 point
  Th e adventure was a terrible failure
  -1 point
  
  82 ■ Character Creation
  Hero System 5th Edition
  Here’s a step-by-step example of how to create 
  a character.
  Tim plays in a Pulp Hero game that emulates 
  the pulp adventure magazines of the 1930s. He 
  decides to create a classic strong-jawed, two-ﬁ sted 
  hero. He chooses the name “Randall Irons,” which 
  has a strong, adventurous sound.
  As Tim envisions him, Randall Irons is better 
  than a normal person — stronger, smarter, tougher 
  — but not a lot better. He’s not the strongest or fast-
  est adventurer out there; he’s a well-rounded hero. 
  So, Tim chooses the following Characteristics:
   Val Char 
  Cost
   15 STR 
  5
   15 DEX 
  15
   18 CON 
  16
   12 BODY 4
   13 INT 
  3
   13 EGO 
  6
   20 PRE 
  10
   14 COM 
  2
   6 PD 
  3
   6 ED 
  2
   4 SPD 
  15
   7 REC 
  0
   36 END 
  0
   39 STUN 10
  Total Characteristics Cost:  91
  Next, Tim gives some thought to his charac-
  ter’s Skills. First and foremost, he wants Irons to be 
  physically and athletically competent, so he chooses 
  several Skills and abilities to reﬂ ect that:
  Cost Skill
  3 
  Climbing 12-
  3 
  Combat Driving 12-
  3 
  Stealth 12-
  2 
  Running +1” (7” total)
  2 
  Leaping +2” (5” forward, 3” upward)
  Tim decides that not only is Irons a good shot, 
  but he fought in the Great War (World War I), and 
  learned several Skills from his military experiences:
  Cost Skill
  6 
  +2 with Firearms
  4 
  +2 versus Range Modiﬁ er with Pistols
  3 
  Fast Draw (Small Arms) 12-
  3 
  Navigation 12-
  3 
  Tactics 12-
  3 
  WF:  Small Arms, Blades
  Since the Great War ended, Irons has traveled 
  all over the world having adventures. Tim gives him 
  some Skills to represent his early adventuring career:
  Cost Skill
  3 
  Gambling 12-
  2 
  Knowledge Skill:  Africa 11-
  2 
  Knowledge Skill:  China 11-
  2 
  Knowledge Skill:  Europe 11-
  2 
  Knowledge Skill:  India 11-
  2 
  Knowledge Skill:  Legends And Lore 11-
  1 
  Language:  French (basic conversation)
  1 
  Language:  German (basic conversation)
  Irons is supposed to be a hero of the “two-
  ﬁ sted” variety, so Tim needs to improve his ﬁ ghting 
  Skills a little. Tim decides Irons learned how to box 
  before joining the Army:
  Cost Skill
  4 
  Martial Block
  3 
  Martial Grab
  4 
  Martial Strike
  5 
  Oﬀ ensive Strike
  Lastly, Tim wants to give Randall Irons a 
  special ability that sets him apart from other pulp 
  heroes. He decides Irons has a gift  for getting 
  along with animals. Somehow, even the ﬁ ercest 
  animals like him. He can make friends with the 
  most vicious guard dog, stop a tiger from leaping at 
  him, or calm down a rampaging bull elephant. Tim 
  represents this with the Skill Animal Handler; the 
  special eﬀ ect of the Skill is “Irons has an empathic 
  ability to make friends with animals.”
  Cost Skill
  9 
  Animal Handler 16-
  Tim adds up what he’s spent on Skills, and 
  gets 75. Since he spent 91 Character Points on 
  Characteristics, that means he’s spent 166 points. 
  Unfortunately, in this game, starting characters are 
  only built on 150 points, so Tim needs to remove 
  16 points from Randall Irons. He decides to get rid 
  of the Range Skill Levels (-4 points), the extra Run-
  ning and Leaping (-4 points), and the KSs of China 
  and India (-4 points), and to reduce the Animal 
  Handler to 14- (-4 points). Th at gets him down to 
  150 points; he can buy the Skills he had to get rid of 
  aft er he earns a few Experience Points.
  Now Tim has to choose some Disadvantages 
  for Randall Irons — he needs 75 points’ worth of 
  them. Th e ﬁ rst one is obvious:  he wants Randall 
  Irons to be a true hero, the sort of man who’ll pass 
  up an opportunity to attack a villain if he has to 
  rescue a hostage, won’t hit a lady (and treats women 
  in general with respect), and so on. Th e GM accepts 
  this as a valid Disadvantage, so Tim notes it on his 
  character sheet:
  EXAMPLE
  CHARACTER
  
  83 
  Sidekick ■ Chapter One
  Value Disadvantage
  15 
  Psychological Limitation:  True-Blue Hero 
  (Common, Strong)
  15 points down, 60 to go. Tim decides Irons is 
  the type of man who sometimes gets in over his head. 
  He can’t resist a serious challenge (even if he’s out-
  matched) and thinks he can handle any problem — in 
  short, he’s a little too overconﬁ dent for his own good:
  Value Disadvantage
  15 
  Psychological Limitation:  Overconﬁ dence 
  (Very Common, Moderate)
  In his military and adventuring careers, Irons 
  has made a few enemies. Th e ﬁ rst is “Colonel” Bruce 
  Forsythe, a former British military oﬃ  cer. Irons dis-
  obeyed Forsythe’s badly-conceived orders several 
  times during the war, and eventually exposed Forsythe 
  as a traitor. Forsythe escaped justice and became an 
  adventurer, ever eager for revenge against his hated 
  nemesis Irons. In short, Forsythe is a Hunted; he 
  counts as “More Powerful” than Irons because he has a 
  lot of money and contacts he can use.
  Value Disadvantage
  20 
  Hunted:  “Colonel” Bruce Forsythe 11- (Mo 
  Pow, Capture/Kill)
  Th at’s 50 points worth of Disadvantages so far; 
  Tim needs 25 more. He decides another Hunted 
  would be in order, but he wants something a little dif-
  ferent, with a bit of a romantic twist to it. He chooses 
  the lovely Drisana, the daughter of a rajah and crimi-
  nal mastermind in India whom Irons and his friends 
  have clashed with on several occasions. Drisana obvi-
  ously has romantic feelings for Irons, and to some 
  extent he reciprocates them... but she’s her father’s 
  daughter, with criminal inclinations and a hunger for 
  wealth and power, so it’s a match that can never be 
  (unless Irons somehow manages to reform her).
  Value Disadvantage
  10 
  Hunted:  Drisana 8- (As Pow, Capture [to 
  force Irons to marry her and become her 
  willing consort])
  Speaking of romance, Tim thinks Irons, with his 
  good looks and winning ways, is probably something 
  of a lady’s man. Maybe that’s inspired a little jealousy 
  in one of the other PCs. In fact, the idea of having 
  a Rivalry with another PC appeals to Tim; it would 
  make for great roleplaying! He approaches Eric with 
  this idea, since Eric’s character, a bitter piano player 
  named Hamilton Cross, is just the type to resent 
  Irons’s success with women. Eric likes the idea, too, 
  so Tim notes on his character sheet:
  Value Disadvantage
  15 
  Rivalry:  Professional and Romantic (with 
  Hamilton Cross, another PC)
  Th at does it! Randall Irons now has 75 points’ 
  worth of Disadvantages, so he’s ready to play. Here’s 
  what the ﬁ nal character sheet looks like:
  
  84 ■ Character Creation
  Hero System 5th Edition
  RANDALL IRONS
   Val Char 
  Cost Roll 
  Notes
   15 STR 
  5 
  12- 
  Lift  200 kg; 3d6 [1]
   15 DEX 
  15 
  12- 
  OCV:  5/DCV:  5
   18 CON 
  16 
  13-
   12 BODY 4 
  11-
   13 INT 
  3 
  12- 
  PER Roll 12-
   13 EGO 
  6 
  12- 
  ECV:  4
   20 PRE 
  10 
  13- 
  PRE Attack:  4d6
   14 COM 
  2 
  12-
   6 PD 
  3 
  Total:  6 PD (0 rPD)
   6 ED 
  2 
  Total:  6 ED (0 rED)
   4 SPD 
  15 
  Phases:  3, 6, 9, 12
   7 REC 
  0
   36 END 
  0
   29 STUN 
  0 
  Total Characteristics Cost:  91
  Movement: 
  Running: 
  6”/12”
  Cost Skills 
  END
  6 
  +2 with Firearms
  5 
  Animal Handler 14-
  3 
  Climbing 12-
  3 
  Combat Driving 12-
  3 
  Fast Draw (Small Arms) 12-
  3 
  Gambling 12-
  2 
  Knowledge Skill:  Africa 11-
  2 
  Knowledge Skill:  Europe 11-
  2 
  Knowledge Skill:  Legends And Lore 11-
  1 
  Language:  French (basic conversation; Eng-
  lish is native)
  1 
  Language:  German (basic conversation)
  4 
  Martial Arts:  Martial Block
  3 
  Martial Arts:  Martial Grab
  4 
  Martial Arts:  Martial Strike
  5 
  Martial Arts:  Oﬀ ensive Strike
  3 
  Navigation 12-
  3 
  Stealth 12-
  3 
  Tactics 12-
  3 
  WF:  Small Arms, Blades
  Total Powers & Skills Cost:  59
  Total Cost:  150
  75+ Disadvantages
  20 
  Hunted:  “Colonel” Bruce Forsythe 11- (Mo 
  Pow, Capture/Kill)
  10 
  Hunted:  Drisana 8- (As Pow, Capture [to 
  force Irons to marry her and become her 
  willing husband])
  15 
  Psychological Limitation:  True-Blue Hero 
  (Common, Strong)
  15 
  Psychological Limitation:  Overconﬁ dence 
  (Very Common, Moderate)
  15 
  Rivalry:  Professional and Romantic (with 
  Hamilton Cross, another PC)
  Total Disadvantage Points:  150
  
  chapter two:
  chapter two:
  chapter two:
  COMBAT AND ADVENTURING
  
  86 ■ Combat And Adventuring
  Hero System 5th Edition
  C
  haracters in the HERO System constantly 
  perceive things — they see, hear, and smell 
  the world around them. In some games, 
  they may even have exotic Senses such as 
  “x-ray vision” or the ability to detect magic. Here’s 
  how they use those Senses.
   Perception Rolls
  Characters aren’t always aware of everything 
  going on around them, especially during combat. 
  If something isn’t obvious, the GM can have char-
  acters make a Perception Roll (“PER Roll”). Every 
  character’s base PER Roll is equal to 9 plus the 
  character’s Intelligence divided by 5.
  Perception Roll = 
  (9 + (INT/5)) or less
  To succeed with a PER Roll, the character 
  must roll this number or less on 3d6. Th e GM 
  should apply modiﬁ ers to this roll depending on 
  the circumstances. For example, a bright object, 
  a loud noise, or a strong odor would provide the 
  character with a bonus to his PER Roll, while trying 
  to overhear a whisper or see something dark at 
  night would probably involve a penalty.
  Targeting And 
  Nontargeting Senses
  Not all Senses are equal — a normal human 
  can learn a lot more about someone by looking at 
  him than by smelling him. To reﬂ ect this diﬀ erence, 
  all Senses are divided into two categories:  Target-
  ing and Nontargeting.
  Characters can use Targeting Senses to deter-
  mine the exact location of a target in combat. For 
  most characters, Normal Sight is the only Target-
  ing Sense. But some characters buy the Targeting 
  Sense Modiﬁ er for other senses, or have unusual 
  senses like Radar that are Targeting Senses (see 
  pages 48-50).
  Nontargeting Senses include all senses other 
  than Normal Sight. A Nontargeting Sense only 
  allows a character to sense the general location of a 
  target in combat.
  LACK OF SENSES IN COMBAT
  If a character can use a Targeting Sense to per-
  ceive his target, he can attack with his normal OCV 
  and DCV.
  However, characters can’t always perceive their 
  opponents with Targeting Senses. For example, 
  a character may have been blinded by a Flash, or 
  his opponent could be Invisible. When a character 
  cannot perceive his opponent with any Targeting 
  Sense, he suﬀ ers modiﬁ ers to his OCV and DCV:
  ■ 
  In HTH Combat, the character is at ½ OCV 
  and ½ DCV.
  ■ 
  In Ranged Combat, the character is at 0 OCV 
  and ½ DCV.
  Sense Groups
  Th e HERO System organizes senses into six 
  Sense Groups:  Hearing; Mental; Radio; Sight; Smell/
  Taste; and Touch. Characters have the regular ﬁ ve 
  senses humans have (Normal Hearing, Normal Sight, 
  Normal Smell, Normal Taste, and Normal Touch), 
  plus any Enhanced Senses they buy (see pages 48-
  50). Sense Groups matter primarily when Sense-
  Aﬀ ecting Powers (page 40) are used in the game.
  SENSES AND
  PERCEPTION
  BLINDNESS AND OTHER 
  MISSING SENSES
  If a character lacks some of the normal senses people 
  have, he can take a Physical Limitation (page 79) to 
  reﬂ ect that:
  Blindness (All Th e Time, Fully Impairing):  25 Charac-
  ter Points
  Deafness (All Th e Time, Greatly Impairing):  20 Char-
  acter Points
  No Sense Of Smell (Frequently, Greatly Impairing):  15 
  Character Points
  No Sense Of Taste (Infrequently, Slightly Impairing):  5 
  Character Points
  No Sense Of Touch (character suﬀ ers -3 OCV with 
  weapons, and -3 on all Skill Rolls involving handling 
  or manipulating physical objects) (Frequently, Greatly 
  Impairing);  15 Character Points
  
  87 
  Sidekick ■ Chapter Two
  O
  nce the GM decides to begin combat, 
  matters like scale and time become very 
  important.  Th ere are more rules for 
  combat than for other subjects because 
  keeping track of all the details can be crucial.
  COMBAT BASICS
  Game Scale
  Th e HERO System uses an increment of mea-
  surement called inches (or sometimes “hexes”). 
  Each inch represents 2 meters (approximately 6.5 
  feet) in the game setting (thus, 1” = 2m).
  One game inch (hex) = 2 meters = 6.5 feet
  Combat Time
  Th e HERO System divides combat time into 
  three separate time increments:  Turn, Segment, 
  and Phase.
  TURN
  Th e basic time frame of combat is called a Turn. 
  Each Turn equals 12 seconds of time. Each Turn a 
  character gets to perform a number of Actions equal 
  to his Speed (SPD), as described below.
  SEGMENT
  A Turn consists of 12 Segments, each 1 second 
  long. Aft er every Segment 12, before the next Turn 
  begins, there is a Post-Segment 12 period which 
  takes no time. At this time most characters auto-
  matically get to take a Recovery (see page 100).
  Who Acts First
  Characters who can perform an Action in a 
  Segment (i.e., who have a Phase; see below) do so 
  in order of their DEX values. Th e character with 
  the highest DEX score goes ﬁ rst, the second highest 
  goes next, and so on. Two or more characters with 
  the same DEX who act in the same Segment should 
  each roll 1d6; the one with the highest roll acts ﬁ rst. 
  Ties should roll again.
  PHASE
  A Segment on which a character can act is 
  one of his Phases. Each character has a number 
  of Phases in each Turn equal to his Speed (SPD). 
  For instance, a SPD 5 character has ﬁ ve Phases; the 
  character can perform an Action in each Phase. Th e 
  Speed Chart tells you which Segments a character’s 
  Phases occur in. Find the character’s SPD on the 
  left -hand side of the table, then read across. Each 
  column represents one of the Segments in a Turn; 
  the character has a Phase in each Segment marked 
  with an X. For example, a character with a SPD of 4 
  has Phases in Segments 3, 6, 9, and 12.
  A character’s Phase begins on his DEX in each 
  of the indicated Segments. For example, if a char-
  acter has SPD 5, DEX 20, his ﬁ rst Phase in a Turn 
  begins in Segment 3 on DEX 20.
  In a combat featuring many characters, GMs 
  may wish to ignore the SPD Chart to make combat 
  go more quickly and smoothly. Simply allow each 
  character to act once per “combat round.”
  THE SPEED CHART
  Segments
  Character’s Speed
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10 11 12
  1
  –
  –
  –
  –
  –
  –
  X
  –
  –
  –
  –
  –
  2
  –
  –
  –
  –
  –
  X
  –
  –
  –
  –
  –
  X
  3
  –
  –
  –
  X
  –
  –
  –
  X
  –
  –
  –
  X
  4
  –
  –
  X
  –
  –
  X
  –
  –
  X
  –
  –
  X
  5
  –
  –
  X
  –
  X
  –
  –
  X
  –
  X
  –
  X
  6
  –
  X
  –
  X
  –
  X
  –
  X
  –
  X
  –
  X
  7
  –
  X
  –
  X
  –
  X
  X
  –
  X
  –
  X
  X
  8
  –
  X
  X
  –
  X
  X
  –
  X
  X
  –
  X
  X
  9
  –
  X
  X
  X
  –
  X
  X
  X
  –
  X
  X
  X
  10
  –
  X
  X
  X
  X
  X
  –
  X
  X
  X
  X
  X
  11
  –
  X
  X
  X
  X
  X
  X
  X
  X
  X
  X
  X
  12
  X
  X
  X
  X
  X
  X
  X
  X
  X
  X
  X
  X
  ENTERING 
  COMBAT
  SPEED QUICK-
  REFERENCE TABLE
  If Your SPD Is 
  You Have Phases In Segments
  1 
   
  7
  2 
   
  6, 12
  3 
   
  4, 8, 12
  4 
   
  3, 6, 9, 12
  5 
   
  3, 5, 8, 10, 12
  6 
   
  2, 4, 6, 8, 10, 12
  7 
   
  2, 4, 6, 7, 9, 11, 12
  8 
   
  2, 3, 5, 6, 8, 9, 11, 12
  9 
   
  2, 3, 4, 6, 7, 8, 10, 11, 12
  10 
   
  2, 3, 4, 5, 6, 8, 9, 10, 11, 12
  11 
   
  2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12
  12 
   
  1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12
  
  88 ■ Combat And Adventuring
  Hero System 5th Edition
  BEGINNING COMBAT
  Combat always begins on Segment 12. Th is 
  gives everyone a chance to act and then take a Post-
  Segment 12 Recovery. If combat begins with a Sur-
  prise attack (page 93), the targets don’t get to act on 
  Segment 12 — the attackers get a free Action.
  As in any other Segment, the character with 
  the highest DEX goes ﬁ rst in Segment 12, and the 
  GM then counts down the DEXs until no one else 
  has a Phase. For example, if Andarra has a DEX 
  of 17, GM the would say “DEX 19, 18, 17... okay, 
  Andarra, your Action”). Th is is typically referred to 
  as a having a character’s DEX “come up” or “occur.”
  Actions
  As discussed above, a Phase is a Segment in 
  which a character can act, i.e., perform an Action. 
  During a Phase, a character may perform one or 
  more Actions, depending upon the nature of those 
  Actions and the order in which they’re performed.
  Th ere are four basic types of Actions:  Full-
  Phase; Half Phase; Zero-Phase; and Actions which 
  take no time. Attack Actions are a special type of 
  Half Phase Action.
  Full-Phase Actions
  Full-Phase Actions take a character’s entire 
  Phase; he can do nothing else and take no other 
  Actions that Phase. Examples of Full Phase Actions 
  include a character using more than half of his 
  inches of movement, taking a Recovery, recovering 
  from being Stunned, or changing a Clip.
  Half Phase Actions
  Second are Half Phase Actions. Th ese only 
  require half a Phase to perform (in other words, 
  a character can perform two Half Phase Actions 
  per Phase). Half Phase Actions include a character 
  using up to half of his inches of movement, open-
  ing a door, or making most PER Rolls or Skill Rolls 
  (though the time on the latter can vary, depending 
  on the Skill and the circumstances). Attack Actions 
  are a special type of Half Phase Action (see below).
  Zero-Phase Actions
  A character may perform as many Zero-Phase 
  Actions as he wishes at the beginning of a Phase 
  or aft er performing a Half Phase Action, but not 
  aft er performing an Attack Action or a Full-Phase 
  Action. Examples include activating a Power, turn-
  ing oﬀ  a Power, or allocating Skill Levels.
  Actions Which Take No Time
  As the term implies, these Actions take no 
  time to perform — a character may perform them 
  whenever he wishes (even on a Segment in which 
  he doesn’t have a Phase) and as oft en as he wishes. 
  Examples including making a Presence Attack, 
  making a soliloquy, or making a roll at the GM’s 
  request.
  Attack Actions
  Attack Actions — Actions requiring or involv-
  ing any kind of Attack Roll, such as using Mind 
  ACTIONS TABLE
  Action
  Time 
  Required
  Move 
  Required
  Brace
  0 Phase
  —
  Grab
  ½ Phase $*
  —
  Haymaker
  ½ Phase #*
  —
  Move By
  1 Phase %
  1”
  Move Th rough
  1 Phase %
  1”
  Set
  1 Phase
  —
  Set and Brace
  1 Phase
  —
  Other Combat Maneuvers
  Any action which requires 
  an Attack Roll
  ½ Phase *
  —
  Accelerating/decelerating
  0 Phase
  —
  Change clothes
  1 Phase
  —
  Draw a weapon
  ½ Phase
  —
  Make a Presence Attack
  No Time
  —
  Make a roll at the GM’s 
  request
  No Time
  —
  Make a Skill Roll
  Variable
  —
  Open a door
  ½ Phase
  —
  Get to one’s feet
  ½ Phase
  —
  Recover from being 
  Stunned
  1 Phase
  —
  Shift  a Multipower
  0 Phase &
  —
  Shift  Skill Levels
  0 Phase &
  —
  Speaking (conversation)
  Variable
  —
  Speaking (soliloquy)
  No Time
  —
  Start a vehicle
  ½ Phase
  —
  Take a Recovery
  1 Phase
  —
  Turn on a Power
  0 Phase
  —
  Turn oﬀ  a Power
  0 Phase
  —
  Use more than half of 
  your inches of movement
  1 Phase
  Full Move
  Use up to half of your 
  inches of movement
  ½ Phase
  Half Move
  # 
  Action takes place at the very end of the next 
   
  Segment
  $ 
  A character who has made a successful Grab 
   
  can squeeze the target for his normal STR 
   
  damage or Th row him.
  * 
  Attack Action — the character may not per
   
  form another Action aft er these Actions, but 
   
  may perform a Half Phase Action before these 
   
  Actions.
  % 
  Move By and Move Th rough are usually per
   
  formed at the end of a Full Move, and thus take 
   
  a Full Phase. However, a character could per
   
  form one aft er taking a Half Phase Action such 
   
  as opening a door.
  & 
  Even though they are Zero-Phase Actions, a 
   
  character can only perform these Actions once 
   
  per Segment.
  
  89 
  Sidekick ■ Chapter Two
  Control, using a Combat Maneuver, projecting 
  an Energy Blast, punching, or Blocking — are a 
  special case. Attack Actions only take a Half Phase, 
  but must be the last action the character performs 
  in the Phase. A character can Half Move and then 
  attack, but can’t attack and then Half Move. Per-
  forming an Attack Action brings a character’s Phase 
  to an end — he can perform no other Actions aft er 
  performing an Attack Action.
  If a character performs a Combat Maneuver 
  or other maneuver which modiﬁ es his OCV, DCV, 
  damage done, or other factors, any modiﬁ ers from 
  the Maneuver remain in eﬀ ect from when the 
  character performs the Maneuver until the begin-
  ning of his next Phase. Th us, a SPD 3 character 
  who Dodges on his Phase in Segment 4 retains the 
  Maneuver’s +3 DCV bonus until the beginning of 
  his next Phase in Segment 8.
  WHO GOES FIRST?
  If there’s some question as to the exact timing 
  of Actions, here’s how to resolve it:
  1. In most situations, resolve the problem with DEX 
  Rolls — the character who makes his DEX Roll by 
  the most gets to act ﬁ rst; if both characters make 
  the roll by the same amount, the Actions go oﬀ  
  simultaneously.
  2. If a character is Holding An Action (see below) 
  and chooses to make a defensive action, his Action 
  automatically occurs ﬁ rst, before the Action of the 
  character attacking him.
  3.  If a character Aborts his Phase (see below), his 
  defensive Action automatically occurs ﬁ rst, before 
  the Action of the character attacking him.
  Holding An Action
  A character may choose not to act when his 
  DEX indicates his Phase begins. He may wait until 
  a lower DEX or until some event occurs (“I wait 
  until he strikes”; “I wait until he comes around the 
  corner”). Th is is known as Holding an Action (or 
  delaying or reserving a Phase).
  A character may Hold his Action until a later 
  DEX in one of his Phases or until a later Segment. 
  However, he can never use a Held Action to take 
  two Actions in one Segment — he loses any Held 
  Action when the next Segment in which he has a 
  Phase begins, because he can only have one Phase 
  at a time. A character who waits a whole Turn with-
  out taking an Action still has only one Phase saved.
  A character may perform a Half Phase Action 
  and then Hold a Half Phase so he can perform a 
  Half Phase Action later.
  A character can usually use a Held Action 
  at any time. If two characters want to perform 
  an Action at the same time, see Who Goes First?, 
  above.
  Aborting An Action
  Sometimes a character can act ﬁ rst to protect 
  himself by Aborting an Action. An Action that’s 
  Aborted to always “goes ﬁ rst,” even if an opponent 
  is already attacking or has a higher DEX.
  A character can only Abort his next Action 
  to perform one or more of the following defensive 
  Actions:
  ■ 
  Block
  ■ 
  Dodge
  ■ 
  Activating a Defense Power or any Power that 
  provides some signiﬁ cant form of protection
  ■ 
  Switching forms, shapes, or identities to obtain 
  more defense or protection
  ■ 
  Decelerating or turning while moving
  ■ 
  Any other Action deemed by the GM to be 
  primarily for purposes of defending or pro-
  tecting the character.
  Aborting an Action requires the character’s 
  next full Phase to perform (unless the character is 
  Holding An Action, in which case Aborting uses 
  the Held Action). Characters who are Surprised 
  (page 93) ordinarily cannot Abort, but the GM may 
  allow this.
  Once a character performs an Attack Action 
  or uses his full Phase in a particular Segment, he 
  cannot Abort to any action until the next Segment.
  Example:  Lazer has DEX 20 and SPD 5. Because 
  he has SPD 5, he has Phases in Segments 3, 5, 
  8, 10, and 12. Someone attacks him in Segment 
  6, so he decides to Abort to Dodge. Th is uses 
  up his next full Phase, the one in Segment 8 
  — when Segment 8 rolls around, Lazer can do 
  nothing (but at least he still has the extra DCV 
  from the Dodge).
  If Lazer was attacked in Segment 5 before DEX 
  20 occurred in the initiative order, he could still 
  choose to Abort to Dodge. Th is would cost him 
  his Phase in Segment 5, since he hadn’t yet acted 
  in Segment 5. If Lazer was attacked in Segment 
  5 aft er he made a Half Move and was Holding 
  his remaining Half Phase Action, he could Abort 
  to Dodge and sacriﬁ ce his Held Half Phase; he 
  would not have to use up a full Phase.
  If Lazer made an attack on Segment 5, and 
  someone attacked him aft er he used up his 
  full Phase with his Attack Action, he could not 
  Abort to Dodge — he would have to wait until 
  the next Segment, Segment 6, since he’s already 
  used up his full Phase in Segment 5.
  ENDURANCE
  COSTS IN
  COMBAT
  Here’s a quick reference 
  to help you remember 
  Endurance (END) costs 
  during combat.
  Strength (STR):  STR 
  costs 1 END per 10 
  points used (or 1 END 
  per 5 STR in some 
  Heroic games). For 
  example, a superhero 
  who uses STR 50 to 
  punch spends 5 END to 
  do so.
  Powers:  Most Powers 
  cost 1 END per 10 
  Active Points in them. 
  For example, an Energy 
  Blast 8d6 (40 Active 
  Points) costs 4 END 
  each time it’s used; an 
  Energy Blast 8d6, Armor 
  Piercing (60 Active 
  Points) costs 6 END per 
  use.
  Some Powers, like 
  Armor, Clinging, and 
  Mind Link, do not cost 
  END at all. See the indi-
  vidual Power descrip-
  tions for information (or 
  the reference table on 
  page 42).
  Powers that normally 
  cost END may have 
  the Advantage Reduced 
  Endurance (which 
  reduces the END cost 
  to half or zero) or the 
  Limitation Increased 
  Endurance Cost (which 
  makes them cost more 
  END than normal). 
  Powers that don’t nor-
  mally cost END may 
  have the Limitation 
  Costs Endurance, which 
  makes them cost END at 
  the standard rate, and/or 
  the Limitation Increased 
  Endurance Cost, which 
  makes them cost more 
  END than normal.
  
  90 ■ Combat And Adventuring
  Hero System 5th Edition
  A
  lthough combat in the HERO System 
  involves a lot of rules and options, it is really 
  quite simple. Once you read the rules and 
  try them out, you shouldn’t have any trouble 
  running all sorts of battles. Here’s the basic procedure:
  1. Th e player decides what Action his character will 
  perform in the character’s Phase.
  2. If the character attacks a target, he must make an 
  Attack Roll to hit.
  a. If the Attack Roll fails, the attack misses and 
  the character’s Phase ends; the GM moves on 
  to the next character who has a Phase in that 
  Segment.
  b. If the Attack Roll succeeds, the character 
  determines how much damage the attack does 
  and/or its eﬀ ect. Th e character’s Phase then 
  ends, and the GM goes on to the next character 
  who has a Phase in that Segment.
  All combat can be divided into two types:  
  Hand-To-Hand Combat (HTH) and Ranged Combat. 
  HTH Combat is combat between characters stand-
  ing in the same or adjacent hexes (i.e., who are more 
  or less within arm’s reach of each other); typically it 
  involves punching or melee weapons such as swords. 
  Ranged Combat is any combat between charac-
  ters who are not in HTH distance of each other; it 
  requires weapons such as guns or bows, or Ranged 
  Powers such as Energy Blasts or RKAs.
  ATTACK ROLLS AND 
  COMBAT VALUE
  Th e ﬁ rst step in combat is to determine whether 
  an attack hits its intended target. To do that, you need 
  to know the attacker’s OCV, the target’s DCV, and the 
  results of the attacker’s Attack Roll.
  The Attack Roll
  To determine if an attack hits its target, you 
  make an Attack Roll using 3d6. You calculate the 
  Attack Roll this way:
  Attack Roll = 
  (11 + Attacker’s OCV - Target’s DCV) or less
  FIGHTING
  ATTACK ROLL QUICK-REFERENCE TABLE
  Target’s DCV
  OCV
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  1
  11
  10
  9
  8
  7
  6
  5
  4
  3
  3
  3
  3
  3
  3
  3
  2
  12
  11
  10
  9
  8
  7
  6
  5
  4
  3
  3
  3
  3
  3
  3
  3
  13
  12
  11
  10
  9
  8
  7
  6
  5
  4
  3
  3
  3
  3
  3
  4
  14
  13
  12
  11
  10
  9
  8
  7
  6
  5
  4
  3
  3
  3
  3
  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
  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
  HOW YOU WANT TO 
  ROLL THE DICE
  IN COMBAT
  Here’s a quick summary 
  of the core resolution 
  mechanics in HERO 
  System combat — in 
  other words, how you 
  want to roll the dice 
  when ﬁ ghting.
  Skill Rolls, Characteris-
  tic Rolls, and Perception 
  Rolls:  You want to roll 
  low on 3d6; the lower 
  the roll, the more likely 
  you are to succeed.
  Attack Rolls:  You want 
  to roll low on 3d6 to 
  hit; the lower you roll, 
  the more likely you 
  are to hit your target. 
  Th is applies to physical 
  combat, mental combat, 
  and any other type of 
  combat.
  However, when you’re 
  rolling the dice of 
  damage or eﬀ ect for 
  your attack, you want 
  to roll high. Th e higher 
  you roll, the more 
  damage you do to the 
  target, or the greater 
  the eﬀ ect your attack 
  has.
  
  91 
  Sidekick ■ Chapter Two
  Example: If the attacker’s OCV is 8 and the 
  target’s DCV is 6, then the Attack Roll is 11 + 8 
  - 6 = 13 or less.
  If the attacker has an OCV of 7 and the target 
  has a DCV of 10, then the Attack Roll is 11 + 7 
  - 10 = 8 or less.
  A result of 3 on an Attack Roll always suc-
  ceeds; a result of 18 always fails.
  To speed play, use the chart on page 90 to 
  determine the Attack Roll.
  Calculating OCV And DCV
  Obviously, the key factors in ﬁ guring out 
  whether an Attack Roll succeeds are the OCV and 
  DCV involved. Base OCV and DCV are ﬁ gured as 
  follows:
  Base OCV = Attacker’s DEX/3
  Base DCV = Target’s DEX/3
  It’s called base OCV and DCV because many 
  things can modify OCV and DCV. Th e accompany-
  ing checklists and the DCV Modiﬁ ers Table help 
  you determine a character’s ﬁ nal OCV and DCV in 
  any situation.
  OCV CHECKLIST
  1)  Determine base OCV (character’s DEX/3).
  2)  Add any applicable Combat Skill Levels which 
  the character wishes to use to increase his OCV.
  3)  Apply any modiﬁ ers for the particular weapon 
  or armor being used.
  4)  Apply any modiﬁ ers for the particular Combat 
  Maneuver or Martial Maneuver being used.
  5)  Apply any Combat Modiﬁ ers.
  6)  Apply the Range Modiﬁ er (if applicable).
  7)  Apply any other modiﬁ ers.
  8)  Apply any modiﬁ ers which halve OCV (or oth-
  erwise reduce it by a fraction or percentage).
  DCV CHECKLIST
  1)  Determine base DCV (character’s DEX/3).
  2)  Add any applicable Combat Skill Levels which 
  the character wishes to use to increase his DCV.
  3)  Apply any modiﬁ ers for the particular weapon, 
  armor, or shield being used.
  4)  Apply any modiﬁ ers for the particular Combat 
  Maneuver or Martial Maneuver being used.
  5)  Apply any Combat Modiﬁ ers.
  6)  Apply any other modiﬁ ers.
  7)  Apply any modiﬁ ers which halve DCV (or oth-
  erwise reduce it by a fraction or percentage). You 
  can only halve DCV once, even if multiple “half 
  DCV” penalties apply.
  8)  A character’s minimum DCV is 0, regardless of 
  modiﬁ ers. Any modiﬁ ers aﬀ ect a character’s DCV 
  versus both HTH and Ranged attacks.
   COMBAT SEQUENCE 
  CHECKLIST
  1) Determine the attacker’s Oﬀ ensive Combat Value 
  (OCV). Base OCV is DEX/3.
  2) Determine the target’s Defensive Combat Value 
  (DCV). Base DCV is DEX/3 for characters, and 
  depends on size for objects.
  3) Attacker makes an Attack Roll (3d6). To hit the target, 
  the attacker must roll less than or equal to (11 + attack-
  er’s OCV - target’s DCV).
  4) If the Attack Roll fails, the attack misses, and the 
  attacker’s Phase ends. Th e GM moves on to the next 
  character who has a Phase in that Segment.
  5) If the Attack Roll succeeds, the attacker hits; deter-
  mine the damage and its eﬀ ects, or any other eﬀ ect of 
  the attack. Th e attacker’s Phase ends; the GM moves on 
  to the next character who has a Phase in that Segment.
  DCV MODIFIERS TABLE
  Character Is 
  DCV
  Aﬀ ected by EGO +30 Mental Illusion 
  ½
  Aﬀ ected by PRE/EGO +20 Presence Attack 
  ½
  Aﬀ ected by PRE/EGO +30 Presence Attack 
  0
  Attacked from behind out of combat 
  ½
  Attacked from behind in combat  
  ½
  Braced 
  ½
  Bulky Focus, character is carrying 
  ½
  Climbing 
  ½
  Encumbered (depending on degree) 
  -0 to -5
  Entangled 
  0
  Fighting in a cluttered or cramped area 
  -2
  Flash/Darkness/Invisibility, aﬀ ected by 
  ½
  Grabbed by another character 
  ½
  Grabbing another character 
  ½
  In the water 
  -2
  Intoxicated 
  -2
  In zero gravity 
  ½
  Knocked Out 
  0
  On a narrow surface (tightrope, ledge) 
  -2
  On ice, mud, or other slippery surfaces 
  -1
  Prone 
  ½
  Recovering from being Stunned 
  ½
  Sleeping 
  0
  Stunned 
  ½
  Surprised (in combat) 
  ½
  Surprised (out of combat) 
  ½
  Taking a Recovery 
  ½
  Underwater 
  -2
  Using Noncombat Movement 
  ½
  Using a Power with Concentration 
  ½
  ALTERNATE
  ATTACK ROLL
  CALCULATION
  If you’re having a little 
  trouble calculating 
  Attack Rolls, you may 
  want to try this method 
  instead:
  11 + Attacker’s OCV 
  - 3d6 roll = the DCV the 
  attacker hit
  In other words:
  1.  Th e attacker adds 11 
  to his OCV.
  2.  Th e attacker then 
  rolls 3d6 and subtracts 
  the result from the total 
  of Step (1).
  3.  Th e ﬁ nal result is the 
  DCV the attacker hits 
  with his attack.
  Th is method may be 
  easier for some players 
  to understand. It also 
  allows the GM to keep 
  the target’s DCV a secret 
  if he wants to.
  For example, suppose 
  the attacker has OCV 
  8. He adds 11 for a total 
  of 19. He then rolls 3d6 
  and gets a 12. Since 19 
  - 12 = 7, he hits DCV 7. 
  If the target has DCV 7 
  or less, the attack hits; if 
  the target has DCV 8 or 
  higher, the attack misses.
  
  92 ■ Combat And Adventuring
  Hero System 5th Edition
  RANGE MODIFIER
  When a character attacks a target at Range, 
  the attack is subject to the Range Modiﬁ er, since it’s 
  harder to hit far-away targets. Th e Range Modiﬁ er 
  Table lists the OCV penalties for diﬀ erent ranges.
  Mental Combat
  Almost all attacks use the ordinary Attack 
  Rolls and CV described above. However, Mental 
  Powers use Ego Combat Value (ECV) instead of 
  the normal Combat Value. You can divide ECV 
  into Oﬀ ensive ECV (OECV) and Defensive ECV 
  (DECV), just like CV. Th e Powers which use ECV 
  are Ego Attack, Mental Illusions, Mind Control, 
  Mind Link, Mind Scan, Telepathy, and Powers 
  bought with the Advantage Based On ECV. 
  A character’s base ECV is:
  Base ECV = EGO/3 
  Substituting ECV for CV, Mental Combat 
  works just the same as normal combat. Th e Attack 
  Roll is (11 + OECV - Target’s DECV) or less on 
  3d6. Apply appropriate modiﬁ ers (but not the 
  Range Modiﬁ er, since Mental Powers work on a 
  Line Of Sight basis [page 39]).
  A character using a Mental Power uses EGO 
  instead of DEX to determine when he acts in the 
  Phase. If he wants to take any physical actions 
  (such as making a Half Move) ﬁ rst, he must wait 
  until his DEX comes up, move, and then use his 
  Mental Power.
  COMBAT MODIFIERS
  Th e following situations, circumstances, and 
  actions can aﬀ ect characters’ Attack Rolls.
  AREA OF EFFECT ATTACK
  If a character uses an Area Of Eﬀ ect attack, 
  or a Power that inherently aﬀ ects an area (such as 
  Change Environment, Darkness, or Images), he 
  targets a hex with it rather than a character. A hex 
  has a DCV of 3 (meaning it’s usually easy to hit for 
  most characters). If the attack hits, it automatically 
  hits everyone in the area. If it misses, it’s so far oﬀ  
  target it hurts no one (though the GM may have it 
  cause some collateral damage to the environment).
  Characters attack with Explosions (page 64) 
  the same way.
  AUTOFIRE
  Automatic weapons and Powers bought with 
  the Advantage Autoﬁ re can ﬁ re more than one 
  attack with a single Attack Roll. Th us, they can hit 
  one target several times or several targets with one 
  COMBAT MODIFIERS TABLE
  Modiﬁ er  
  Notes  
  OCV 
  DCV
  Area Of Eﬀ ect Attack 
  Must hit hex’s DCV (3; 0 if adjacent) 
  — 
  —
  Autoﬁ re 
  More than one shot; 1 hit/2 points roll is made by 
  +0 
  -0
  Concealment  
  Target half hidden 
  -2 
  —
   
  Only target’s head and shoulders visible 
  -4 
  —
  Encumbrance 
  Attacker is weighed down 
  — 
  -0 - -5
  Environmental Conditions 
  Various ambient conditions or situations 
  Varies 
  Varies
  Explosions 
  Treat like Area Of Eﬀ ect 
  — 
  —
  Oﬀ  Hand 
  Using oﬀ  hand 
  -3 
  —
  Surprised 
  In combat 
  — 
  x½
   
  Out of combat, take x2 Stun 
  — 
  x½
  Surprise Move 
  GM decides 
  +1 to +3 
  —
  Target Prone  
  May also have Concealment 
  — 
  x½
  Target Size 
  Fills 1 hex/2x human sized 
  +2 
  —
   
  Fills 2 hexes/4x human 
  +4 
  —
   
  Fills 4 hexes/8x human sized 
  +6 
  —
   
  ½ human sized 
  -2 
  —
   
  ¼ human sized 
  -4 
  —
   
  1/8 human sized 
  -6 
  —
  Unfamiliar Weapon 
  Character lacks appropriate Weapon Familiarity 
  -3 
  —
  RANGE MODIFIER TABLE
   
  Range 
  OCV Modiﬁ er
   
  0-4” 
  -0
   
  5-8” 
  -2
   
  9-16” 
  -4
   
  17-32” 
  -6
   
  33-64” 
  -8
   
  65-128” 
  -10
  ...and so forth
  
  93 
  Sidekick ■ Chapter Two
  attack. Th e character declares how many shots he 
  wants to ﬁ re, up to the maximum of ﬁ ve.
  If a character makes an Autoﬁ re attack against 
  a single target, he hits with one attack if he makes 
  his Attack Roll exactly. For every full 2 points by 
  which he makes the Attack Roll, he hits the target 
  an additional time (to a maximum of the number 
  of shots ﬁ red). For example, if he needed a 13- to 
  hit his target, and rolled a 9, he would hit his target 
  3 times (once at 13, once at 11, and once at 9).
  If a character makes an Autoﬁ re attack against 
  multiple targets, he must declare the targets and 
  count a line of continuous hexes that includes all 
  the targets. Th e character suﬀ ers a -1 OCV penalty 
  for each hex in the line; he must make a separate 
  Attack Roll for each target ﬁ red at. Each target 
  can only get hit one time. Th e character must ﬁ re 
  a minimum of one shot into each hex, even if no 
  target occupies it (thus, a character with an Autoﬁ re 
  weapon can aﬀ ect a maximum of 5 hexes, and, at 
  most, 5 separate targets). If the character misses 
  one of the targets, he may continue down the line 
  of hexes attempting to hit other targets.
  CONCEALMENT
  Targets which are partly Concealed or “behind 
  cover” are harder to hit. If a target is half Concealed 
  (like a person behind a table or leaning around 
  a corner), the attacker suﬀ ers a -2 OCV. If only a 
  person’s head is showing (like someone peering out 
  of a door), the attacker suﬀ ers a -4 OCV.
  ENCUMBRANCE
  A character who carries around heavy equip-
  ment may become encumbered, and therefore not 
  able to ﬁ ght as well. As indicated on the accompa-
  nying table, Encumbrance can aﬀ ect the character’s 
  DEX-based rolls, DCV, and rate of movement, and 
  may tire him out quickly.
  ENVIRONMENTAL CONDITIONS
  Th e Environmental Conditions Table lists 
  some typical environmental conditions and the 
  problems they can cause in combat. Characters 
  can eliminate these penalties using the listed Skills 
  or by buying the Talent Environmental Movement 
  (page 32).
  OFF HAND
  A weapon used in the character’s “oﬀ ” hand 
  suﬀ ers a -3 OCV penalty. Th e Talent Ambidexterity 
  eliminates this penalty.
  SURPRISED
  Th is Combat Modiﬁ er applies when the char-
  acter is attacked from behind, above, by an invisible 
  attacker, from ambush, or any other situation where 
  he is surprised by the attack. Th e GM decides 
  whether a character is “surprised” based on the cir-
  cumstances.
  A character Surprised while out of combat 
  is at ½ DCV and takes 2x STUN from the attack 
  (multiply the STUN before the character applies his 
  defenses). Th is includes attacks against sleeping or 
  Knocked Out characters.
  A character Surprised while in combat is at ½ 
  DCV, but the STUN damage remains normal.
  SURPRISE MOVE
  A Surprise Move is any maneuver a character 
  makes which startles an opponent, tricks an enemy or 
  takes advantage of his unperceptiveness, or involves 
  an unexpected action which provides the attacker 
  with a new angle of attack. Th e GM should reward 
  this sort of inventiveness on the part of the player 
  with an OCV bonus of +1 to +3 for that attack.
  AUTOFIRE EXAMPLE
  Andarra ﬁ res at three 
  rock creatures in a 5 
  hex continuous line. She 
  takes a -5 on her OCV 
  for ﬁ ring at each target 
  (-1 for each hex in the 
  line). Andarra has an 
  OCV of 6. Each rock 
  creature has a DCV of 
  4. Andarra’s ﬁ rst Attack 
  Roll is 11 + 6 - 4 - 5 = 8 
  or less. Andarra rolls a 
  5, hitting the ﬁ rst rock 
  creature (each target 
  can only get hit once). 
  Andarra rolls to hit the 
  second rock creature 
  and gets a 9, missing 
  it altogether. Th en she 
  rolls a 6 and hits the 
  third rock creature.
  ENCUMBRANCE TABLE
  Total Weight 
  Carried
  DCV/DEX 
  Roll
  Movement
  END Cost 
  per Turn
  Up to 10%
  -0
  —
  0
  10-24%
  -1
  —
  0
  25-49%
  -2
  -1”
  1
  50-74%
  -3
  -2”
  2
  75-89%
  -4
  -4”
  3
  90-100%
  -5
  -8”
  4
  Notes
  Total Weight Carried:  A percentage of the total weight a 
  character can lift , as indicated by the Strength Table (page 
  17).
  END Cost Per Turn:  When Encumbered in combat, the 
  character uses this much END per Turn, in addition to 
  any other END used for STR, Powers, and the like.
  ENVIRONMENTAL 
  CONDITIONS TABLE
  Condition
  Problem; Modiﬁ ers
  Climbing
  Depending on the diﬃ  culty of 
  the climb, reduce DCV by up 
  to half.
  Cluttered, Cramped
  -2 DCV, -1 OCV (or worse) 
  unless character succeeds with 
  an Acrobatics roll.
  Intoxication
  -2 OCV, -2 DCV.
  Narrow Surfaces
  -2 DCV and -2 DC to all attacks 
  unless character succeeds with 
  an Acrobatics roll.
  Poor Footing
  -1 DCV and -1 DC to all attacks 
  unless character succeeds with a 
  Breakfall roll.
  Water
  Underwater:  -2 DCV and -2 DC 
  to all attacks unless character has 
  TF: SCUBA.
  Standing in water:  -2 DCV 
  unless character succeeds with a 
  Breakfall roll.
  Zero-Gravity
  -3 OCV, ½ DCV, and -3 DCs 
  unless character makes a PS: 
  Zero-G Operations roll.
  
  94 ■ Combat And Adventuring
  Hero System 5th Edition
  TARGET SIZE
  Inanimate objects larger or smaller than 
  normal human size (1” tall) are easier or harder to 
  hit:  a target 2x human size is +2 to an attacker’s 
  OCV, a target 4x human size is +4, and so on; a 
  target ½ human Size is -2 to an attacker’s OCV, one 
  ¼ human size is -4, and so forth.
  Th ese same modiﬁ ers apply to PER Rolls made 
  to perceive large or small objects.
  UNFAMILIAR WEAPON
  A character must have Weapon Familiarity 
  with a weapon, or have paid Character Points for it, 
  to use it properly. Otherwise, he suﬀ ers a -3 OCV 
  penalty.
  COMBAT MANEUVERS
  Although the number of diﬀ erent ways one 
  character can strike another in combat is nearly 
  inﬁ nite, the diﬀ erences between the vast majority of 
  these maneuvers — in game terms — are minimal. 
  Th erefore, the HERO System rules deﬁ ne ﬁ ghting 
  with several Combat Maneuvers that cover most 
  of the possibilities. Any character can use Combat 
  Maneuvers, but Martial Maneuvers cost Character 
  Points (see Martial Arts, page 27).
  Combat Maneuvers can modify the character’s 
  OCV, DCV, damage done, and/or other factors. Any 
  modiﬁ ers from the Maneuver remain in eﬀ ect from 
  when the character performs the Maneuver until 
  the beginning of the character’s next Phase. Th us, a 
  SPD 3 character who Dodges on his Phase in Seg-
  ment 4 retains the Maneuver’s +3 DCV bonus until 
  the beginning of his next Phase in Segment 8.
  Explanation Of 
  Standard Maneuvers
  BLOCK
  Block allows a character to block an oppo-
  nent’s HTH attack and set himself up to deliver 
  the next blow. Blocks do not aﬀ ect Ranged attacks. 
  Using a Block is an Attack Action.
  A character must declare his intention to 
  Block before his attacker makes an Attack Roll. To 
  attempt a Block, he makes an Attack Roll against 
  his opponent’s OCV (not DCV). If successful, he 
  Blocks the attack and takes no damage. Further-
  more, if these two characters both have their next 
  Phases in the same Segment, the character who 
  Blocked automatically gets to act ﬁ rst, regardless of 
  relative DEX (the Blocking character’s opponent is 
  delayed until aft er the Blocking character’s DEX).
  If a Block misses, the attacker still has to hit 
  the Blocking character’s DCV.
  A character who has successfully Blocked one 
  attack can Block additional attacks made against him 
  in that Segment or later Segments. Each additional 
  roll is made at a cumulative -2 penalty (second Block 
  -2, third Block -4, and so on). If the character misses 
  any of his Blocks, or takes any Action besides Block-
  ing, he cannot Block further attacks.
  BRACE
  Brace allows a character to brace himself to 
  steady his aim and improve his accuracy at range. 
  To Brace, a character must take a Zero-Phase 
  Action to steady himself; this gives him +2 OCV 
  only to oﬀ set the Range Modiﬁ er, but halves his 
  DCV. Characters can combine Brace with Set.
  DISARM
  Disarm allows a character to knock a weapon 
  or hand-held object out of another character’s grasp. 
  If the Attack Roll succeeds, the characters engage 
  in a STR Versus STR Contest — each rolls 1d6 per 
  5 points of STR and counts the Normal Damage 
  BODY (page 97). If the attacker’s BODY total is 
  higher or the rolls tie, the Disarm succeeds and the 
  target’s weapon or object goes ﬂ ying ½d6 hexes in 
  the direction of the strike. If the defender’s BODY 
  total is higher, he retains his grip on his weapon.
  DODGE
  Dodge improves a character’s chances to avoid 
  an attack by giving him +3 DCV against all attacks. 
  Characters can Abort to Dodge. Using Dodge 
  counts as an Attack Action.
  GRAB
  Th is Maneuver allows a character to get a hold 
  on another character or object.
  If the Attack Roll succeeds, the character has 
  Grabbed his opponent. He can then do the fol-
  lowing in the same Phase without making another 
  Attack Roll:
  ■ 
  Squeeze the target, or smash him against 
  something. Th is does the character’s STR 
  damage to the victim.
  ■ 
  Th row the target against something. Th is does 
  the character’s STR damage to the victim, and 
  subjects him to the non-damaging eﬀ ects of a 
  Th row (see Martial Th row, below), but means 
  the character has to let the victim go.
  If the character squeezes or smashes the 
  victim, he can do the same thing in later Phases, but 
  this requires an Attack Action and an Attack Roll.
  Breaking free from a Grab requires a STR 
  Versus STR Roll — each character rolls 1d6 per 
  5 points of STR and counts the Normal Damage 
  BODY (page 97). If the attacker’s BODY total 
  is higher or the rolls tie,  the victim remains 
  Grabbed; if the victim’s roll is higher, he breaks 
  free. If a character uses only half his STR to try 
  to break free, the attempt is an Action that takes 
  no time; if he uses more than half his STR, it’s an 
  Attack Action.
  A Grabbed character’s two arms are immo-
  bilized. He can’t use most handheld weapons and 
  Accessible Foci. If a Grabbed character has more 
  than two manipulatory limbs (because he bought 
  Extra Limbs), he can use the rest of them normally.
  A Grabbed character has ½ DCV against all 
  attacks. If he has a free limb or another way to 
  make an attack, he has a -3 OCV to attack the char-
  acter Grabbing him, and is at ½ OCV when attack-
  ing other characters.
  HERO SYSTEM 
  OPTIONAL COMBAT 
  MANEUVERS
  Th e full HERO System 
  rules contain Optional 
  Combat Maneuvers that 
  characters can use. Th ey 
  add more options to 
  combat, but also com-
  plexity:
  Blazing Away
  Club Weapon
  Cover
  Dive For Cover
  Hipshot
  Hurry
  Pulling A Punch
  Rapid Fire
  Roll With A Punch
  Snap Shot
  Suppression Fire
  Sweep
  
  95 
  Sidekick ■ Chapter Two
  A character performing a Grab is at ½ DCV 
  against all attacks. He has his full OCV when attack-
  ing the Grabbed character, and is at ½ OCV if he 
  attacks other characters while maintaining the Grab.
  HAYMAKER
  A Haymaker is basically an all-out attack 
  — the character takes extra time to “wind up” a 
  punch, put extra force into his Energy Blast, aim 
  carefully to hit a vital spot, or otherwise attack the 
  target powerfully. It takes one extra Segment to 
  execute — the character spends his Phase prepar-
  ing, then launches the attack at the very end of the 
  next Segment — and if the target moves during 
  that time, or the character suﬀ ers Knockback, the 
  Haymaker automatically fails. It adds +4 Damage 
  Classes (page 97) to an attack. It cannot add to 
  other Combat Maneuvers (except for Strike) or 
  Martial Maneuvers.
  MOVE BY
  Th is Maneuver allows a character to attack 
  while doing a Full Move past his target with Run-
  ning, Leaping, Swimming, Flight, Gliding, or Swing-
  ing. If a Move By hits, it does half of the character’s 
  regular STR damage plus (Velocity/5)d6 Normal 
  Damage to the target (round down when divid-
  ing velocity; characters can’t add partial Damage 
  Classes this way). Th e character takes one-third of 
  this damage himself (but may apply his defenses to 
  it). If a Move By misses, the character keeps moving 
  past the target to the end of his Full Move. 
  MOVE THROUGH
  Move Th rough allows a character to attack 
  at the end of a Full Move with Running, Leap-
  ing, Swimming, Flight, Gliding, or Swinging — he 
  runs right into his opponent. Th is simulates ram-
  ming attacks, tackles, and many similar actions. 
  COMBAT MANEUVERS TABLE
  STANDARD MANEUVERS
  Maneuver 
  Phase 
  OCV 
  DCV 
  Effects
  Block 
  ½ 
  +0 
  +0 
  Block HTH attacks, Abort
  Brace 
  0 
  +2 
  ½ 
  +2 OCV only to oﬀ set Range Modiﬁ er
  Disarm 
  ½ 
  -2 
  +0 
  Disarm target, requires STR vs. STR Roll
  Dodge 
  ½ 
  — 
  +3 
  Dodge all attacks, Abort
  Grab 
  ½ 
  -1 
  -2 
  Grab Two Limbs; can squeeze or throw
  Haymaker 
  ½* 
  0 
  -5 
  +4 Damage Classes to any attack
  Move By 
  ½ 
  -2 
  -2 
  ((STR/2) + (v/5))d6; attacker takes ⅓ damage
  Move Th rough 
  ½ 
  -v/5 
  -3 
  (STR + (v/3))d6; attacker takes ½ or full damage
  Set 
  1 
  +1 
  +0
  Strike 
  ½ 
  +0 
  +0 
  STR damage or by weapon type
  MARTIAL MANEUVERS
  Maneuver 
  Phase 
  OCV 
  DCV 
  Effects
  Choke Hold 
  ½ 
  -2 
  +0 
  Grab, 2d6 NND (see text)
  Defensive Strike 
  ½ 
  +1 
  +3 
  STR Strike
  Killing Strike 
  ½ 
  -2 
  +0 
  ½d6 HKA
  Legsweep 
  ½ 
  +2 
  -1 
  STR +1d6 Strike; Target Falls
  Martial Block 
  ½ 
  +2 
  +2 
  Block, Abort
  Martial Disarm 
  ½ 
  -1 
  +1 
  Disarm, +10 STR to Roll
  Martial Dodge 
  ½ 
  — 
  +5 
  Dodge, aﬀ ects all attacks, Abort
  Martial Escape 
  var 
  +0 
  +0 
  +15 STR versus Grabs
  Martial Grab 
  ½ 
  -1 
  -1 
  Grab Two Limbs, +10 STR for holding on
  Martial Strike 
  ½ 
  +0 
  +2 
  STR +2d6 Strike
  Martial Th row 
  ½ 
  +0 
  +1 
  STR + v/5 Strike; Target Falls
  Nerve Strike 
  ½ 
  -1 
  +1 
  2d6 NND (see text)
  Oﬀ ensive Strike 
  ½ 
  -2 
  +1 
  STR +4d6 Strike
  Sacriﬁ ce Th row 
  ½ 
  +2 
  +1 
  STR; You Fall, Target Falls
  +1 Damage Class 
   
   
   
  Adds to all Martial Maneuvers
  Weapon Element 
   
   
   
  Allows use of Martial Arts with weapons
  * Th is maneuver takes one extra Segment to perform
  EXPLANATION OF TERMS:
  Phase:  How long it takes to perform the Maneuver.
  OCV:  Th e Maneuver’s modiﬁ cation to OCV.
  Dash (“—”):  Not applicable.
  DCV:  Th e maneuver’s modiﬁ cation to the attacker’s DCV.
  Effects:  Th e damage or other eﬀ ect done by the Maneuver. STR means the Maneuver does STR/5 in d6 of Normal Damage.
  Abort:  A character can Abort to this Maneuver (see page 89).
  
  96 ■ Combat And Adventuring
  Hero System 5th Edition
  If the attack hits, it does the character’s regular 
  STR damage + (Velocity/3)d6 in Normal Damage 
  (round down when dividing velocity; characters 
  can’t add partial Damage Classes this way). Th e 
  character takes half of this damage himself (but 
  may apply his defenses to it). If a Move Th rough 
  misses, the character keeps moving past the target 
  to the end of his Full Move.
  SET
  Th is Combat Maneuver represents the eﬀ ects 
  of taking extra time to aim at a speciﬁ c target, 
  thereby improving one’s accuracy. It requires a Full 
  Phase to establish, and provides a +1 OCV bonus 
  to all attacks against that target until the character 
  ends the Set (which occurs if the character does 
  anything other than aim at or attack the target, gets 
  Stunned or Knocked Out, and so forth). A charac-
  ter can Set and Brace in a single Phase to get both 
  bonuses (he also suﬀ ers both penalties).
  STRIKE
  Th is is the basic attack Maneuver. It includes 
  attacks such as punches, kicks, elbow smashes, 
  headbutts, attacks with weapons, ﬁ ring a gun, 
  using Attack Powers (such as Drain, Energy Blast, 
  Entangle, or any other power requiring an Attack 
  Roll), and just about any other way a character can 
  hit another character. 
  MARTIAL ARTS
  Any character can use the basic Combat 
  Maneuvers, but only those who have received spe-
  cial training, or have a particular aptitude for HTH 
  combat, know Martial Arts. Martial Arts is a Skill 
  characters have to purchase; see page 27.
  Defensive Strike, Martial Block, Martial 
  Disarm, Martial Dodge, Martial Grab, Martial 
  Strike, and Oﬀ ensive Strike are similar to various 
  Standard Combat Maneuvers described above, but 
  provide modiﬁ ers to OCV, DCV, damage done, or 
  the like. Th e other Martial Maneuvers are explained 
  below.
  Choke Hold:  Th is maneuver allows the character to 
  Grab an opponent’s head and neck and inﬂ ict NND 
  damage (he can also keep the victim from speak-
  ing). Th e defense against this NND is having rigid 
  armor on the neck, a PD Force Field, or Life Sup-
  port (Self-Contained Breathing).
  Killing Strike:  Th is Maneuver allows the character 
  to do Killing Damage to the target without using 
  a weapon. It includes things like throat punches, 
  breaking bones, snapping a victim’s neck, and so on. 
  Standard rules for HKAs and Killing Damage apply.
  Legsweep:  Th is Maneuver knocks an opponent’s 
  legs out from under him, dashing him painfully to 
  the ground. See Martial Th row for details on the 
  eﬀ ects of Th rows.
  Martial Escape:  Th is Maneuver grants a character 
  extra STR only for breaking free from Grabs.
  Martial Throw:  Th is Maneuver allows an attacker 
  to throw an opponent weighing no more than he 
  can lift  with his STR to the ground. Th is has several 
  eﬀ ects.
  First, the Th rower does his STR damage to the 
  Th rown character, plus 1d6 for every 5” of veloc-
  ity the target had. If the Th rown character makes a 
  Breakfall roll at -1 for every 2d6 of damage, he only 
  takes half damage. In either case, the target ends up 
  prone in an adjacent hex.
  Second, if the Th rower and Th rown character 
  both have their next Phases in the same Segment, 
  the Th rower automatically gets to act ﬁ rst, regard-
  less of relative DEX (just like with a Block).
  Nerve Strike:  Th is maneuver allows a character to 
  do NND damage by striking particularly vulnerable 
  or sensitive parts of a target’s body. Th e defense to 
  the NND is rigid armor protecting the target’s vul-
  nerable spots or a PD Force Field.
  Sacriﬁ ce Throw:  Identical to Martial Th row, but the 
  character performing the throw also ends up prone 
  in his own hex.
  Weapon Element:  A character must deﬁ ne his 
  Martial Arts as Barehanded or using a particu-
  lar weapon. For example, Fencing is deﬁ ned as 
  using swords. Deﬁ ning Martial Arts as requiring a 
  weapon costs nothing, but the character cannot use 
  his Martial Arts with his bare hands.
  If a character deﬁ nes his Martial Arts as Bare-
  handed, he can buy Weapon Elements to allow him 
  to also use weapons with it. A Weapon Element 
  with a 1-point Weapon Familiarity category (page 
  30) costs 1 point.
  When a character uses a Martial Maneuver 
  with a weapon, substitute the weapon’s damage 
  for “STR” listed in the Damage/Eﬀ ects column. If 
  the weapon does Normal Damage, any damage 
  bonuses from the Maneuver add to the weapon’s 
  damage directly; if the weapon does Killing 
  Damage, add half the maneuver’s damage bonus 
  dice as Damage Classes (page 97). For example, if a 
  sword does HKA 1d6, and a character uses it with 
  a Martial Maneuver that does +4d6 damage, the 
  sword does (1d6 + 2 DCs =) 1½d6 damage.
  +1 Damage Class:  Extra Damage Classes increase 
  the damage done with Martial Maneuvers. Each 
  one purchased applies to all of a character’s Martial 
  Maneuvers. It adds +1d6 of damage, or +5 STR, 
  depending on the type of Maneuver.
  MARTIAL ARTS 
  STYLES
  Here are the Martial 
  Maneuvers to buy if 
  you want your character 
  to know a particular 
  style of martial arts. A 
  character only has to 
  buy at least 10 Char-
  acter Points’ worth of 
  the maneuvers listed to 
  practice that style.
  Boxing:  Martial Block, 
  Martial Grab, Martial 
  Strike, Oﬀ ensive Strike
  Fencing: (requires a 
  sword; each +2d6 of 
  damage added by a 
  Maneuver adds +1 
  Damage Class to the 
  weapon’s damage):  
  Defensive Strike, Martial 
  Block, Martial Disarm, 
  Martial Strike, Oﬀ ensive 
  Strike.
  Generic Martial Arts:  
  Martial Block, Martial 
  Dodge, Martial Strike, 
  Martial Th row, Oﬀ en-
  sive Strike.
  Jujutsu:  Choke Hold, 
  Martial Block, Martial 
  Disarm, Martial Escape, 
  Martial Grab, Martial 
  Strike, Martial Th row, 
  Sacriﬁ ce Th row.
  Karate:  Killing Strike, 
  Martial Block, Martial 
  Disarm, Martial Dodge, 
  Martial Strike, Oﬀ ensive 
  Strike.
  Kung Fu:  Killing Strike, 
  Legsweep, Martial Block, 
  Martial Disarm, Martial 
  Dodge, Martial Escape, 
  Martial Grab, Martial 
  Strike, Martial Th row, 
  Nerve Strike, Oﬀ ensive 
  Strike.
  Wrestling:  Choke Hold, 
  Martial Escape, Martial 
  Grab, Martial Th row, 
  Sacriﬁ ce Th row.
  
  97 
  Sidekick ■ Chapter Two
  I
  f an attack hits, you must determine how 
  much damage it does. Th is involves rolling 
  dice. Th e description of the Power, maneuver, 
  or weapon used indicates the number of dice 
  to roll.  For example, you’d roll eight dice for an 
  Energy Blast 8d6.
  Most damage in the HERO System is one of 
  two types:  Normal Damage or Killing Damage. 
  Normal Damage is caused by things like punches, 
  clubs, and Energy Blasts; it’s intended primarily to 
  Stun the target. Killing Damage is done by things 
  like bullets, swords, and claws; it’s intended to 
  injure or kill the target.
  Damage Class
  To make it easy to compare diﬀ erent types of 
  damage, the HERO System uses Damage Classes, or 
  “DCs.” Th e accompanying table lists the DCs for 
  Normal and Killing Damage.
  Damage Classes become important when you 
  add damage to an attack via Martial Maneuvers or 
  the like. A Maneuver that adds +2 DCs to a weapon 
  adds +2d6 to a Normal Damage weapon, but 
  doesn’t add that much to a Killing Damage weapon.
  No matter how a character adds damage to an 
  attack, he cannot do more than double the base DCs 
  of the attack. For example, if a character has a sword 
  that does HKA 1d6+1 damage (4 DCs), the most 
  damage he can do with that sword is HKA 2½d6 (8 
  DCs), no matter how strong or skilled he is.
  Normal Damage Attacks
  Punches, blunt weapons like clubs, Energy 
  Blasts, and concussion explosions are Normal 
  Damage attacks. Th is type of damage tends to 
  knock an opponent out (by causing STUN damage) 
  rather than kill him (by causing BODY damage).
  For Normal Damage, the total on the dice is 
  the amount of STUN damage the attack does. To 
  determine how much BODY damage it does, look 
  at the numbers rolled on the dice:  a 1 is 0 BODY; 
  a 2-5 is 1 BODY, and a 6 is 2 BODY. Th us, a 6d6 
  Normal Damage attack which rolls 6, 5, 4, 4, 2, 
  and 1 does 22 STUN and 6 BODY. Th e number of 
  BODY done is usually close to the number of dice 
  rolled.
  Killing Damage Attacks
  Claws, knives, bullets, and similar attacks do 
  Killing Damage. Th is type of damage is more likely 
  than Normal Damage to kill an opponent.
  For Killing Damage, the total on the dice is the 
  amount of BODY the attack does. To determine the 
  STUN done, the character rolls a STUN Multiplier 
  — 1d6-1 (minimum of 1) — and multiplies the 
  result by the amount of BODY done. For example, 
  suppose an RKA 3d6 rolls 3 + 4 + 5 = 12. Th at’s 12 
  BODY damage. Th en you roll another die for the 
  STUN Multiplier. If it comes up 5, the Multiplier is 
  (5 - 1 =) 4, so the attack does 48 STUN (4 x 12).
  TAKING DAMAGE
  Now that you know how to dish out damage, 
  here’s how to take it.
  Sidekick distinguishes between two types 
  of defenses:  Normal (which only apply against 
  Normal Damage) and Resistant (which apply 
  against Normal and Killing Damage). Normal 
  Defenses include a character’s natural PD and ED; 
  Resistant Defenses include Armor, Force Fields, 
  and PD and ED for which a character has bought 
  Damage Resistance. In Heroic campaigns, Resistant 
  Defense usually indicates some form of armor.
  Sidekick also distinguishes between physical 
  DAMAGE CLASS TABLE
  DC
  Killing
  Normal
  1
  1 point
  1d6
  2
  ½d6
  2d6
  3
  1d6
  3d6
  4
  1d6+1
  4d6
  5
  1½d6
  5d6
  6
  2d6
  6d6
  7
  2d6+1
  7d6
  8
  2½d6
  8d6
  9
  3d6
  9d6
  10
  3d6+1
  10d6
  11
  3½d6
  11d6
  12
  4d6
  12d6
  13
  4d6+1
  13d6
  14
  4½d6
  14d6
  15
  5d6
  15d6
  16
  5d6+1
  16d6
  17
  5½d6
  17d6
  18
  6d6
  18d6
  19
  6d6+1
  19d6
  20
  6½d6
  20d6
  ...and so forth.
  NORMAL DAMAGE
  Each die for 
  Normal Attack
  BODY done
  1
  0 (zero)
  2-5
  1
  6
  2
  DETERMINING 
  DAMAGE
  COUNTING
  THE DICE
  One of the things that 
  may slow down your 
  HERO System combat 
  is counting the damage 
  dice  — particularly if 
  you’re in a game where 
  characters have high-
  damage attacks, such 
  as a superhero game. 
  Here are a few tips to 
  make counting the 
  damage dice quicker 
  and easier:
  —Group dice into 10s, 
  such as 6-4, 3-3-2-2-,
  5-5, and so forth. Th en 
  you can quickly add up 
  the 10s and any remain-
  der dice.
  —When counting 
  Normal Damage 
  BODY, compare 6s 
  and 1s.  If they’re equal, 
  then the BODY damage 
  equals the number 
  of dice rolled (the “0 
  BODY” from the 1s 
  averages out the “2 
  BODY” from the 6s). If 
  you have more 6s than 
  1s, you do that many 
  more points of BODY 
  than the dice rolled; if 
  you have more 1s than 
  6s, you do that many 
  BODY less than the dice 
  rolled.
  
  98 ■ Combat And Adventuring
  Hero System 5th Edition
  damage (such as punches, bullets, swords, falling, 
  clubs, and so forth) and energy damage (such as 
  ﬁ re, lasers, Energy Blasts, and the like). Defenses 
  usually only protect against one type of damage 
  or the other — for example, a character’s Physical 
  Defense (PD) only works against physical attacks, 
  and his Energy Defense (ED) against energy 
  attacks.
  1.  If the attack does Normal Damage (ﬁ sts, clubs, 
  Energy Blasts):
  a.  Add all applicable forms of Defense — both 
  Normal and Resistant — together to deter-
  mine the character’s total Defense.
  b.  Subtract the character’s total Defense from 
  the STUN damage done by the attack. Th e 
  remainder is how much STUN damage he 
  suﬀ ers.
  c.  Subtract the character’s total Defense from 
  the BODY damage done by the attack. Th e 
  remainder is how much BODY damage he 
  suﬀ ers.
  2.  If the attack does Killing Damage (claws, 
  blades, guns):
  a.  Determine how much of the character’s 
  Defense is Resistant (meaning it protects 
  against Killing Damage). Armor, Damage 
  Resistance, Force Field, and Force Wall provide 
  Resistant Defense; so does armor the character 
  wears (chainmail or plate armor, for example).
  b.  Subtract the character’s Resistant Defense 
  from the BODY damage done by the attack. 
  Th e remainder is how much BODY damage he 
  suﬀ ers.
  i.  A character’s Normal Defenses, includ-
  ing his PD and ED (unless modiﬁ ed by 
  Damage Resistance), do not reduce the 
  BODY from Killing Damage, even if he 
  has Resistant Defenses.
  c.  If the character has no Resistant Defenses, 
  he takes all the STUN damage done by the 
  attack.
  d.  If the character has any Resistant Defenses, 
  add all applicable forms of Defense — both 
  Normal and Resistant — together to determine 
  his total Defense. Subtract his total Defense 
  from the STUN damage done by the attack. Th e 
  remainder is how much STUN damage he suf-
  fers.
  3.  If the attack does No Normal Defense (NND) 
  damage:
  a.  If the character has the applicable defense, 
  he takes no damage at all.
  b.  If the character does not have the applicable 
  defense, he takes all the damage.
  Some Advantages, such as Armor Piercing 
  or Hardened, may aﬀ ect how damage applies to 
  defenses.
  
  99 
  Sidekick ■ Chapter Two
  EFFECTS OF DAMAGE
  Th ere are four major eﬀ ects of damage:  Stun-
  ning; Knockout; Injury; and Death.
  Stunning
  If the amount of STUN damage a character 
  suﬀ ers from a single attack (aft er subtracting his 
  defenses) is less than his CON, he suﬀ ers no addi-
  tional eﬀ ect — he just loses the STUN.
  If the amount of STUN damage a character 
  suﬀ ers from a single attack (aft er subtracting his 
  defenses) is greater than his CON, he loses the 
  STUN and is Stunned. A Stunned character’s DCV 
  instantly drops to to ½. At the end of the Segment, 
  any of his Powers which are not Persistent, and any 
  Skill Levels of any type, turn oﬀ . Th e character can 
  do nothing until he recovers from being Stunned 
  (though he still gets his free Post-Segment 12 
  Recovery).
  Recovering From Being Stunned
  A Stunned character must take a moment to 
  clear his head. Th is is called recovering from being 
  Stunned.
  Recovering from being Stunned requires a 
  Full Phase, and is the only thing the character can 
  do during that Phase. A character can recover from 
  being Stunned in the Segment in which he was 
  Stunned if he had a Phase in that Segment and 
  had not yet acted that Phase. When he recovers 
  from being Stunned, the character’s DCV returns 
  to normal, but he doesn’t gain back any of his lost 
  STUN.
  If a character has to recover from being 
  Stunned in his Phase, but takes damage in that Seg-
  ment prior to when his Phase begins, he cannot 
  recover from being Stunned that Phase. He must 
  try to do so on his next Phase instead.
  Knockout
  If the amount of STUN damage a character 
  suﬀ ers from a single attack or multiple attacks 
  (aft er subtracting his defenses) is greater than his 
  STUN, he is Knocked Out. A character who is 
  Knocked Out has OCV 0, DCV 0, and ECV 0, and 
  any attack that hits him does 2x STUN. At the end 
  of the Segment, any of his Powers which are not 
  Persistent turn oﬀ .
  To regain consciousness, a Knocked Out char-
  acter must take Recoveries (page100) — in fact, 
  that’s all he can do until he wakes up (though he 
  cannot take a Recovery in the same Segment when 
  he was Knocked Out, even if he has a Phase). But 
  if he’s deeply unconscious, he may not get to take 
  a Recovery every Phase (see accompanying table). 
  When the character’s Recoveries make his STUN 
  total positive, he wakes up and can take whatever 
  Actions he wants to. However, his END total in this 
  situation equals his current STUN total; he’s put all 
  of his energy into waking up.
  Injury
  Characters who take BODY damage suﬀ er 
  appropriate injuries based on the attack being used 
  — cuts, broken bones, wounds, burns, and other 
  such unpleasantries.
  Death
  A character at or below 0 BODY is dying. He 
  loses 1 BODY each Turn (at the end of Segment 
  12). Death occurs when, either due to attacks or to 
  loss of BODY per Turn, he has lost twice his origi-
  nal BODY (i.e., when he reaches a negative BODY 
  score equal to his starting positive BODY).
  KNOCKBACK
  In some types of combat, attacks are so power-
  ful they knock the characters all over the battleﬁ eld. 
  To reﬂ ect this, characters can do Knockback (KB). 
  Knockback is most appropriate for Superheroic 
  campaigns.
  To determine how much Knockback a char-
  acter suﬀ ers from being hit, the attacker rolls 2d6 
  (+1d6 if the attack is Armor Piercing, does Killing 
  Damage, uses Martial Arts, or the target uses Cling-
  ing; -1d6 if the target is in the air or in zero grav-
  ity). He subtracts the total rolled from the amount 
  of BODY rolled on the attack dice.
  If the result is negative, no Knockback occurs; 
  the defender remains where he was standing before 
  the attack.
  If the result is 0, the character is Knocked 
  Down. 
  If the result is positive, the target is Knocked 
  Back that many inches. If he hits a solid object 
  (like a wall or a tree), he takes a number of dice of 
  Normal Damage equal to the inches of Knockback. 
  If he hits nothing, he lands on the ground and takes 
  half that much Normal Damage.
  A character who’s Knocked Down or Knocked 
  Back is “prone.” While prone he has half DCV. He 
  must spend a Half Phase in his next Phase getting 
  to his feet or reorienting himself, which restores his 
  DCV to normal. 
  RECOVERY TIME
  STUN Total 
  How Often Character Recovers
  -0 to -10 
  Every Phase and Post-Segment 12
  -11 to -20 
  Post-Segment 12 only
  -21 to -30 
  Once a minute only
  -31 or more 
  GM’s option (a long time)
  
  100 ■ Combat And Adventuring
  Hero System 5th Edition
  RECOVERY
  D
  uring combat, a character may temporarily 
  lose both STUN and END. To reﬂ ect the 
  body’s recuperative capacity, each char-
  acter has a Recovery (REC) Characteristic 
  derived from his STR and CON. 
  Characters use REC to regain STUN and END. 
  Th is is known as “Recovering” or “taking a Recov-
  ery.” When a character Recovers, add his REC to his 
  current STUN and END totals.
  Characters get to Recover in two situations. 
  First, aft er Segment 12 each Turn, all characters 
  (even Stunned ones) get a free Post-Segment 12 
  Recovery. Th is Recovery occurs automatically 
  (unless the character is holding his breath or deeply 
  unconscious).
  Second, a character may choose to take a 
  Recovery as his Action in any of his Phases. Taking 
  a Recovery is a Full Phase Action, reduces the 
  character’s DCV by half, and occurs at the end of 
  the Segment (aft er all other characters who have a 
  Phase that Segment have acted).
  If a character takes damage from an attack 
  in the Segment in which he takes a Recovery, the 
  Recovery fails; he gets no STUN or END back and 
  has wasted his Phase.
  Holding Breath And Drowning
  A character who holds his breath does not 
  get to Recover, even on Post-Segment 12. He also 
  expends a minimum of 1 END per Phase. If he 
  runs out of END, he can spend STUN as END at 
  the rate of 1d6 STUN per “2 END” used. If he runs 
  out of STUN, he starts to lose BODY at the rate of 
  -1 BODY per Phase until he dies.
  Recovering BODY
  Injured characters Recover their REC in 
  BODY per month. Th e 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.
  
  101 
  Sidekick ■ Chapter Two
  P
  owerful individuals are impressive — 
  impressive enough to make others stop and 
  listen, or even obey commands. Th e HERO 
  System simulates this with Presence Attacks, 
  which involve the character’s PRE.
  A Presence Attack is an attempt to inﬂ uence 
  one or more targets. It aﬀ ects everyone who can 
  hear it, provided it’s intended for them. It can make 
  an opponent hesitate or surrender, convince a 
  bystander to oﬀ er assistance, intimidate a prisoner 
  into confessing, or make someone run away in fear.
  To perform a Presence Attack, a character rolls 
  1d6 for every 5 points of PRE he has (plus any dice 
  added or subtracted by modiﬁ ers). Compare the 
  total on the Presence Attack dice to the defender’s 
  PRE or EGO (whichever is higher) using the Pres-
  ence Attack Table.
  A Presence Attack is an action that takes no 
  time; a character can make one even in a Segment 
  when he doesn’t have a Phase.
  PRESENCE ATTACK TABLE
  Presence 
  Attack is
  Effect of Attack
  Target’s PRE 
  or EGO
  Target is impressed. He hesitates enough 
  so that the attacker may act before him 
  this Phase, or receives +5 PRE only for 
  purposes of resisting contrary Presence 
  Attacks made that Phase.
  Target’s PRE 
  or EGO +10
  Target is very impressed. He hesitates as 
  above, and only performs a Half Phase 
  Action during his next Phase. He consid-
  ers very deeply what the attacker says, 
  and may comply with requests or obey 
  orders which seem worthwhile to him. 
  He receives +5 PRE only for purposes of 
  resisting contrary Presence Attacks made 
  that Turn.
  Target’s PRE 
  or EGO +20
  Target is awed. He will not act for 1 Full 
  Phase, is at ½ DCV, and possibly will do as 
  the attacker commands. If he is friendly, he 
  is inspired and may follow the character 
  into danger; he will comply with most 
  requests and obey most orders. He receives 
  +10 PRE only for purposes of resisting 
  contrary Presence Attacks made that Turn.
  Target’s PRE 
  or EGO +30
  Target is cowed. He may surrender, run 
  away, or faint. He is at 0 DCV, and will 
  nearly always follow commands. If he is 
  friendly, he becomes inﬂ amed, and will 
  follow character into any danger, comply 
  with virtually any request, or obey virtually 
  any order.
  PRESENCE ATTACK 
  MODIFIERS
  Modiﬁ er
  Situation or Character’s Action
  -1-2d6
  Inappropriate setting
  -1d6
  In combat
  -1d6
  At a disadvantage (e.g., captured)
  Presence Attack conﬂ icts with target’s 
  Psychological Limitation
  -1d6
   Moderate Psychological Limitation
  -2d6
   Strong Psychological Limitation
  -3d6
   Total Psychological Limitation
  Reputation Disadvantage contrary to 
  Presence Attack
  -1d6
   8- Reputation
  -2d6
   11- Reputation
  -3d6
   14- Reputation
  -4d6
   Extreme Reputation
  Presence Attack agrees with target’s 
  Psychological Limitation
  +1d6
   Moderate Psychological Limitation
  +2d6
   Strong Psychological Limitation
  +3d6
   Total Psychological Limitation
  +1d6
  Exhibiting a Power or superior technology
  +1-3d6
  Violent action
  +1-3d6
  Good soliloquy
  +1-2d6
  Appropriate setting
  +2d6
  Target is in partial retreat
  +4d6
  Target is in full retreat/has been captured
  PRESENCE 
  ATTACKS
  
  102 ■ Combat And Adventuring
  Hero System 5th Edition
  EXAMPLE OF 
  COMBAT
  H
  ere’s an example of the way combat works. 
  It pits Defender, a superhero described 
  on page 117, against a supervillain named 
  Pulsar (page 118), who has the help of a 
  couple of hired goons (DEX 12, SPD 3) armed with 
  9mm submachine guns (page 113).
  Th e adventure begins when Defender learns 
  that Pulsar is robbing the First National Bank. He 
  heads that way immediately, using his Boot-Jets 
  (his Flight) to get there as quickly as possible.
  Approaching from the air, Defender notices 
  the bank has a skylight. He decides that’s the best 
  way to make a dramatic entrance.
  SEGMENT 12
  Th e combat begins on Segment 12, so all 
  the characters have a Phase. Pulsar is DEX 23, 
  Defender is DEX 25, and the thugs are DEX 12. 
  Th erefore Defender goes ﬁ rst, followed by Pulsar 
  and then the thugs.
  Defender makes a Half Move to ﬂ y through 
  the skylight. Since that’s pretty impressive, he 
  decides to open with a Presence Attack (page 101):  
  “All right, Pulsar, you’re busted! You and your boys 
  surrender now and you won’t get hurt.” Defender’s 
  PRE is 20, so he gets a base of 4d6. Th e GM decides 
  to award Defender +1d6 for his violent action. 
  On the other hand, this is a combat situation, so 
  Defender suﬀ ers a -1d6 penalty, for a total of 4 
  + 1 -1 = 4d6. He rolls the dice and gets an excel-
  lent result — 21! Pulsar has PRE 15, so he’s only 
  aﬀ ected enough for Defender to act ﬁ rst (which he 
  is anyway), but the goons only have PRE 10. Th ey 
  hesitate for a Half Phase this Phase, and so can only 
  take a Half Phase Action.
  Since the Presence Attack takes no time 
  (page 101), Defender still has a Half Phase left  
  and decides to attack. He ﬁ res his Electro-Bolos 
  at Pulsar. Defender has a base OCV of 8, and +2 
  Combat Skill Levels he can apply. He decides to put 
  them both in OCV, for a ﬁ nal OCV of 10.  Pulsar 
  is 4” away from him, so the Range Modiﬁ er is -0. 
  Pulsar has DCV 8. Th erefore Defender needs to roll 
  11 + 10 OCV - 8 DCV = 13 or less to hit. He rolls 
  an 11 and hits! Now he has to roll the 6d6 for his 
  Entangle to determine the BODY. He rolls 6, 6, 4, 
  3, 2, 1, which means a total of 2 + 2 + 1 + 1 + 1 + 0 
  = 7 BODY. Th e Entangle has 7 BODY, 6 DEF. Th at 
  concludes Defender’s Phase.
  Now it’s Pulsar’s Phase. He wants to break free 
  from the Electro-Bolos. Since he’s got innate energy 
  powers, he can use one of his Power Blasts to try to 
  break free. He uses Power Blast I, an Energy Blast 
  12d6. He doesn’t have to make an Attack Roll to hit 
  the Entangle, so he just rolls his damage:  6, 6, 6, 5, 
  4, 3, 3, 3, 3, 2, 2, 1. Th e STUN doesn’t matter, but the 
  BODY is 2 + 2 + 2 + 1 + 1 + 1 + 1 + 1 + 1 + 1 + 1 
  + 0 = 14 BODY, a slightly better than average roll. 
  Th e Entangle has 6 DEF + 7 BODY; aft er Pulsar 
  subtracts the 6 DEF he still does 7 BODY damage, 
  so the Power Blast I destroys the Entangle entirely. 
  However, blasting the Entangle was an Attack 
  Action, so Pulsar has used up his Phase.
  Now the thugs act. Since Defender impressed 
  them with his Presence Attack, they use their 
  remaining Half Phase to run behind the tellers’ 
  counter and take cover.
  Th at concludes Segment 12. Now everyone 
  gets a Post-Segment 12 Recovery. No one’s taken 
  any STUN, but both Defender and Pulsar have used 
  END, so they add their REC to their END. Since 
  they both have high REC scores (20 and 10, respec-
  tively), and each only used 6 END, that puts them 
  back at full END.
  SEGMENTS 2, 3, AND 4
  Now the next Turn begins. Pulsar has SPD 
  6, so he gets Phases in Segments 2, 4, 6, 8, 10, and 
  12. Defender has SPD 5, so he gets Phases in Seg-
  ments 3, 5, 8, 10, 12. Th e thugs have SPD 3, so they 
  get Phases in Segments 4, 8, and 12. (See the SPD 
  Chart, page 87.)
  In Segment 2, Pulsar has a Phase. He decides 
  to (a) activate his Force Field (a Zero-Phase 
  Action), and (b) ﬁ re a Power Blast at Defender 
  — his Power Blast I. He has an OCV of 8, with +3 
  Combat Skill Levels that he can add. Defender is 4” 
  away from him, so the Range Modiﬁ er is -0. Pulsar 
  decides to apply all three Levels to OCV, giving him 
  a ﬁ nal OCV of 11. Defender has a DCV of 8. He 
  doesn’t know what Pulsar’s OCV is (the GM keeps 
  that information secret, of course), but he knows 
  Pulsar is no pushover and doesn’t want to take the 
  chance of getting hit. He decides to Abort his Phase 
  in Segment 3 so he can Dodge, which will give him 
  +3 DCV, for a ﬁ nal DCV of 11.
  Pulsar needs to roll 11 + 11 OCV - 11 DCV = 
  11 or less to hit. He makes his Attack Roll and rolls 
  a 13 — a miss. Defender’s Dodge has paid oﬀ !
  In Segment 3, Defender has a Phase. However, 
  he Aborted this Phase to Dodge in Segment 2, so he 
  does not get to act. However, he retains the +3 DCV 
  bonus from the Dodge until he gets his next Phase 
  (in Segment 5).
  In Segment 4, Pulsar and the thugs all have a 
  Phase — good thing Defender still has that DCV 
  bonus! Pulsar ﬁ res another Power Blast I, with the 
  same Attack Roll. Th is time he rolls 11 and hits. 
  Now he rolls his damage:  6, 6, 5, 5, 4, 3, 3, 3, 2, 2, 2, 
  1. Th at’s 42 STUN, 13 BODY. Defender has a total 
  
  103 
  Sidekick ■ Chapter Two
  of 20 ED, so he takes (42-20 =) 22 STUN and (13-
  22 =) 0 BODY. His CON is 30, so he’s not Stunned 
  (page 99). Now Pulsar rolls for Knockback (page 
  99). Ordinarily he would roll 2d6, but Defender is 
  ﬂ ying, so he only rolls 1d6. He rolls a 5. 13 BODY 
  - 5 = 8, so Defender gets Knocked Back 8” — right 
  into the wall! Pulsar rolls 8d6 for Knockback 
  damage, getting 6, 5, 4, 4, 3, 3, 1, 1 for 27 STUN, 7 
  BODY. Defender takes 7 STUN and 0 BODY from 
  that, so he’s lost a total of 29 STUN this Phase. He 
  has 35 STUN normally, so he’s only got 6 STUN left  
  before he’s Knocked Out!
  Now it’s the thugs’ turn. Th ey decide to use 
  their submachine guns on full Autoﬁ re (5 shots) 
  against Defender. Th ey have DEX 12, for an OCV 
  of 4. Defender is 16” away from them, for a Range 
  Modiﬁ er of -4, and has DCV 6 at present — his 
  normal DCV 11 is halved because he took Knock-
  back and is “prone.” Th at means each of the thugs 
  needs 11 + 4 - 4 -6 = 5 or less to hit. Th ey roll 11 
  and 12, so both of them miss.
  SEGMENT 5
  In Segment 5, Defender has a Phase. Ordinar-
  ily he would have to spend a Half Phase to “get to 
  his feet,” but the GM rules that since he’s still above 
  ground and can ﬂ y, he can combine that with a 
  Half Move. He ﬂ ies forward 10” (a Half Move), 
  putting him 2” away from Pulsar and 6” away from 
  the goons. He ﬁ res an Electric Blast at Pulsar with 
  OCV 8, putting both his Combat Skill Levels into 
  DCV (since he’s so low on STUN that he doesn’t 
  dare get hit). He needs to roll 11 + 8 - 8 = 11 or less 
  to hit. He rolls a 10 and hits! For damage he rolls 
  6 + 6 + 6 + 5 + 5 + 5+ 4 + 4 + 3 + 3 + 3 + 2 = 52 
  STUN, 15 BODY, an excellent roll. Pulsar subtracts 
  his defenses — 17 ED + 10 ED Force Field — for 
  25 STUN, 0 BODY. Since Pulsar only has CON 23, 
  taking 25 STUN damage Stuns him (page 99). At 
  the end of this Phase, all of his powers which aren’t 
  Persistent (such as his Force Field) will turn oﬀ .
  Defender now rolls for Knockback. He rolls 10 
  on 2d6, so Pulsar takes 15 - 10 = 5” of Knockback. 
  Th at Knocks him Back into the teller’s counter and 
  he takes 5d6 damage. Defender rolls 5 + 4 + 3 + 1 
  + 1 = 14 STUN, 3 BODY. Pulsar’s natural PD and 
  Force Field are high enough (total of 23 PD) that he 
  takes no damage from the Knockback.
  At the end of the Segment, Pulsar’s Force Field 
  turns oﬀ .
  SEGMENT 6
  Th e only character with a Phase in Segment 
  6 is Pulsar. Unfortunately, he’s Stunned, so he has 
  to spend his entire Phase recovering from being 
  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 ﬁ rst. 
  Since Pulsar’s not yet out, he decides to 
  ﬁ re 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:  Overconﬁ dence. Th e 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. Th ey try 
  the same thing they did last Phase — full 
  DEFENDER
  
  104 ■ Combat And Adventuring
  Hero System 5th Edition
  Autoﬁ re with their submachine guns against 
  Defender. Th is time the Range Modiﬁ er is only -2 
  OCV, since they’re 6” away from him. Th at means 
  they need 11 + 4 - 2 - 10 = 3 or less to hit him. One 
  rolls an 11 and misses; the other, to the GM’s aston-
  ishment, rolls a 3! Using the Autoﬁ re rules (page 
  92), the GM determines that two of the second 
  thug’s bullets hit Defender.
  Th e 9mm submachine gun does RKA 1d6+1 
  damage with a 1d6-1 STUN Multiplier. Th e thug 
  rolls a 4 for BODY damage for the ﬁ rst bullet, so 
  the attack does 5 BODY. Th en he rolls the STUN 
  Multiplier and gets a 4, so the attack does 15 STUN 
  (5 x 3). But Defender has Armor (15 PD) plus 5 
  PD, so the bullet just bounces oﬀ  him, doing no 
  damage at all! Th e thug rolls 2d6 for Knockback 
  (-1d6 because Defender’s ﬂ ying, but +1d6 because 
  he used a Killing Attack) and gets an 8. 5 - 8 = -3, 
  so the attack does no Knockback. Th e second bullet 
  doesn’t do any better — 3 BODY, 9 STUN, and no 
  Knockback.
  SEGMENT 10
  In Segment 10, Pulsar and Defender both have 
  an Action. Pulsar can only take a Recovery, and that 
  occurs at the very end of the Segment.
  Defender decides to use his Electro-Bolos 
  on one of the thugs. First he makes a Half Move 
  closer to them (to eliminate the Range Modiﬁ er). 
  He needs an 11 + 8 - 4 = 15 or less to hit them. He 
  rolls a 10 and hits easily. He rolls 6d6 to determine 
  the BODY of his Entangle:  2 + 1 + 1 + 1 + 1 + 0 = 
  6 BODY, so the thug is caught in a 6 DEF, 6 BODY 
  Entangle. Th e thug can’t use his gun while Entan-
  gled (since it’s an Obvious, Accessible Focus), and 
  can only hope to do 4 BODY at most with his STR 
  10, so he’s completely immobilized and will remain 
  that way until someone frees him.
  Pulsar applies his REC 10 to his STUN. He was 
  at -9 STUN, he now has 1 STUN. Th at means he 
  only has 1 END (page 99).
  SEGMENT 12
  Everyone has a Phase this Segment. Defender 
  attacks the other thug with his Entangle and hits 
  him easily, with results similar to the other thug. 
  Pulsar’s hired goons are now out of the picture.
  Unfortunately, the same cannot be said of 
  Pulsar. But he knows he’s weak, so he plays possum 
  and takes another Recovery. He’s now at 11 STUN, 
  11 END.
  Aft er Segment 12, everyone gets a Post-Seg-
  ment 12 Recovery. Th at puts Defender at 26 STUN 
  and 76 END (he used 44 END last Turn — 20 
  for using Flight in each of his Phases, and 24 for 
  making four attacks at 6 END each). It puts Pulsar 
  at 21 STUN, 21 END.
  SEGMENT 2
  A new Turn begins. In Segment 
  2, Pulsar re-activates his Force Field 
  and ﬂ ees, ﬂ ying 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 
  Th rough 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 aft er applying his defenses). 
  Th at leaves Pulsar at -3 STUN — he’s 
  Knocked Out again!
  Th e GM rules that the ﬁ ght is over, 
  since Defender can inﬂ ict more damage 
  or restrain Pulsar before Pulsar can get 
  back into ﬁ ghting shape. Once again 
  Good triumphs over Evil!
  PULSAR
  
  chapter three:
  chapter three:
  chapter three:
  THE ENVIRONMENT
  
  106 ■ The Environment
  Hero System 5th Edition
  T
  he environment is oft en a source of danger 
  for daring characters. Th ey can fall oﬀ  cliﬀ s, 
  be struck by lightning, or get mauled by 
  wild animals. However, characters can aﬀ ect 
  the environment, too — primarily by breaking and 
  smashing things which get in their way.
  Th e following tables and text describe a few 
  common circumstances and the damage (or other 
  eﬀ ects) characters might suﬀ er from them.
  For rules about drowning, see page 100.
  LIVING IN A 
  DANGEROUS 
  WORLD
  CHEMICALS
  Type Of Chemicals 
  Damage
  Diluted, Weak 
  ½d6 per Segment
  Diluted, Strong 
  2d6 per Segment
  Concentrated, Weak 
  1d6 per Segment
  Concentrated, Strong 
  4d6 per Segment
  Th e damage indicated on the table is Normal Damage, 
  NND, but it does BODY. Th e defenses are to be covered 
  by a substance which the chemicals will not aﬀ ect (like a 
  chemical-proof sealed suit) or to have a PD Force Field 
  (or other Power that keeps the chemicals from touching 
  the character).
  ELECTRICITY
  Power Type 
  Insulated 
  Poorly Grounded 
  Well Grounded
  Household Current 
  1d6 S 
  2d6 
  1d6 K
  Heavy Household Current 
  3d6 S 
  5d6 
  2d6 K
  Light Industrial Current 
  5d6 S 
  8d6 
  3d6 K
  Heavy Industrial Current 
  7d6 
  11d6 
  4d6 K
  High Tension Line 
  9d6 
  14d6 
  5d6 K
  Automobile Spark Plug 
  2d6 S 
  5d6 
  2d6 K
  Lightning Bolt 
  5d6 S 
  10d6 
  4d6 K+
  S:  STUN only damage
  K:  Killing Damage
  Well Grounded includes standing in water or holding onto a metal pipe stuck into the 
  ground. Insulated includes ﬂ ying, standing on a rubber mat, or wearing a special insulat-
  ing suit. Th e rest of the time, the character is probably Poorly Grounded.
  FIRE TABLE
  Fire Type 
  Heat Damage 
  Other Damage 
  Torch 
  1 pip — 1d6 K 
  +2d6 HA
  Lantern, Flaming Oil 
  1 pip — 1d6+1 K
  Wood or House Fire 
  1 pip — 2d6 K 
  0-2d6 NND (Smoke)
  Oil or Chemical Fire 
  1 pip — 3d6 K 
  0-3d6 NND (Smoke)
  Electric Burner/Heater 
  ½-1d6 K
  Superheated Steam 
  2-3d6 K 
  10d6 Normal (physical), if in blast
  Boiling Oil or Tar 
  2-4d6 K 
  Molten Metal 
  4d6 K 
  14d6 Normal (physical)
  Blast Furnace 
  6d6 K 
  12d6 Normal (physical), if in furnace
  Rocket Exhaust 
  6-8d6 K 
  18d6 Normal (physical)
  Acetylene Torch 
  2d6 K AP
  Oxy-Hydrogen Torch 
  2½d6 K AP
  Laser Torch 
  3d6+1 K AP
  Plasma Torch 
  4d6 K AP
  AP:  Armor Piercing
  K:  Killing Damage
  NND:  No Normal Defense (STUN only)
  FALLING
  On planets with a gravity similar to Earth’s, an object’s 
  velocity increases by +5” each Segment due to the accel-
  eration of gravity. Th e additional acceleration is applied 
  before the character moves. Th us, when an object begins 
  to fall, it starts with a velocity of 5”. An object that is 
  beginning its ﬁ ft h Segment of falling will have a velocity 
  of 25” (the 20” from the fourth Segment, plus an addi-
  tional 5”). Th e maximum velocity based on gravity is 
  30”/Segment.
  Segments Since 
  Fall Began
  Total Current 
  Velocity
  Distance Fallen
  1
  5”
  5”
  2
  10”
  15”
  3
  15”
  30”
  4
  20”
  50”
  5
  25”
  75”
  6
  30”
  105”
  7
  30”
  135”
  8
  30”
  165”
  ...and so forth
  Falling Damage:  Short falls (10” or less) cause 1d6 Normal 
  Damage per 1” fallen. A character who falls 10” or more 
  takes 1d6 Normal Damage for every 1”/Segment of veloc-
  ity he has at the time he strikes the ground (the “Current 
  Velocity” listed in the Falling Table). A successful Break-
  fall roll halves falling damage, but don’t forget the stan-
  dard -1 per 2” fallen penalty to the roll.
  Dropped Objects:  Determine how many dice of damage a 
  dropped object would take if it fell to the character’s posi-
  tion. Th e character takes that many dice of damage, to a 
  maximum of the object’s DEF+BODY.
  
  107 
  Sidekick ■ Chapter Three
  BREAKING 
  THINGS
  M
  any ﬁ ghts inevitably involve property 
  damage. What would a barroom brawl 
  be without smashed chairs and broken 
  windows, or a super-battle without char-
  acters getting knocked through walls? 
  In the HERO System, every object has a 
  Defense (DEF) value and a BODY total. Th e 
  object’s DEF works like a character’s PD and ED, 
  and is Resistant. Th e BODY an object has depends 
  on its size, shape, weight, and durability. Objects 
  don’t have STUN; only the BODY damage they take 
  matters. Th e Object Table lists the DEF and BODY 
  for some common objects.
  If a character uses an object as a weapon, the 
  maximum amount of damage he can do with it 
  equals its combined DEF+BODY — if he tries to 
  do additional damage, the object simply breaks.
  Material or Object 
  DEF 
  BODY
  Doors
  Airlock door 
  8 
  7
  City gates, small 
  5 
  10
  City gates, large/heavy 
  8 
  20+
  Interior wood door 
  2 
  3
  Interior spaceship door 
  6 
  4
  Exterior wood door 
  4 
  3
  Metal ﬁ re door 
  5 
  5
  Safe door 
  10 
  9
  Large vault door 
  16 
  9
  Furniture
  Chamber pot 
  2  
  2
  Computer, personal 
  2 
  2
  Furniture, light wood  
  3 
  3
  Furniture, heavy wood  
  4 
  5
  Furniture, plastic  
  2 
  3
  Furniture, steel-reinforced 
  5 
  5
  Glass 
  1 
  1
  Glass, reinforced 
  2 
  1
  Hearth/ﬁ replace 
  5 
  10
  Lamp post (breakaway) 
  5 
  3
  Lantern 
  1-2 
  2
  Locks
  House door lock 
  3 
  2
  Magnetic lock 
  5 
  3
  Padlock 
  4 
  3
  Machinery
  Light machinery 
  5 
  4
  Medium machinery 
  7 
  6
  Heavy machinery 
  9 
  8
  Spacesuit 
  2 
  3
  Outdoor Items, Misc.
  Awning 
  3 
  1
  Boulder (single) 
  5 
  13
  Bushes 
  2 
  2
  Cobblestone, single 
  4 
  4
  Dirt (per hex) 
  0 
  10
  Flagpole (breakaway) 
  4 
  2
  I Beam (per 2m length) 
  9 
  8
  Manhole cover 
  9 
  5
  Railroad tracks 
  4 
  5
  Roadway (.5m thick) 
  5 
  11
  Stone (per hex) 
  5 
  19
  Telephone pole 
  5 
  5
  Trees
  Small tree (less than 1”) 
  4 
  5
  Material or Object 
  DEF 
  BODY
  Trees (cont.)
  Medium tree (less than 5”) 
  5 
  8
  Large tree (5” or more) 
  5 
  11
  Vehicles
  Armored car 
  8 
  18
  Automobile 
  3 
  15
  Bicycle 
  3 
  2
  Cart, small 
  3 
  8
  Cart, large 
  4 
  12
  Chariot 
  4 
  8
  Helicopter 
  3 
  14
  Hovercraft  
  5 
  14
  Jetpack 
  4 
  4
  Motorcycle 
  3 
  11
  Plane, Light  
  3 
  13
  Plane, Twin engine  
  3 
  15
  Plane, Multi-engine 
  3 
  19
  Railroad car 
  6 
  15
  Spaceship, small 
  10 
  10
  Spaceship, medium 
  10 
  20-40
  Spaceship, large 
  15 
  30-80
  Submarine 
  10 
  20
  Tank (front armor) 
  20
  Tank (side, top, rear, bottom) 
  16 
  19
  Truck or bus 
  4 
  17
  Wagon, covered 
  3 
  12
  Walls
  Armored wall 
  13 
  7
  Brick wall 
  5 
  3
  Concrete wall 
  6 
  5
  Home inside wall 
  3 
  3
  Home outside wall 
  4 
  3
  Reinforced concrete wall 
  8 
  5
  Spaceship interior wall 
  8 
  6
  Wooden wall 
  4 
  3
  Weapons
  Heavy weapon 
  6 
  8-9
  Pistol 
  4 
  3-4
  Riﬂ e 
  4 
  5-7
  Sword 
  4 
  4-6
  Very large heavy weapon 
  6 
  12
  Miscellaneous
  Barrel 
  3 
  6
  Control console (per hex) 
  4 
  4
  Drum, 55-gallon, steel 
  4 
  6
  Wooden crate (1” square) 
  4 
  7
  OBJECT TABLE
  BREAKING 
  THROUGH WALLS
  With walls and similar 
  structures, a character 
  may not need to destroy 
  an object completely 
  — he might just want to 
  create a hole through it. 
  In this case, a character 
  who exceeds the wall’s 
  BODY has created a 
  human-sized hole in it. 
  Th e size of the hole dou-
  bles for every +1 BODY 
  inﬂ icted over the wall’s 
  base BODY. Th e GM 
  may reduce the BODY 
  listed in the Object 
  Table for these purposes 
  if the wall is thin, fragile, 
  or the like.
  BREAKING
  MACHINERY
  Characters who damage 
  machines may make 
  them stop working 
  before they’re com-
  pletely destroyed.
  If a machine takes up 
  to ¼ of its BODY in 
  damage, it continues to 
  function on a 14- roll.
  If a machine takes more 
  than ¼ and up to ½ of 
  its BODY in damage, it 
  continues to function on 
  an 11- roll.
  If a machine takes more 
  than ½ of its BODY in 
  damage, it continues to 
  function on an 8- roll.
  
  chapter four:
  chapter four:
  chapter four:
  EQUIPMENT
  
  109 
  Sidekick ■ Chapter Four
  VEHICLES
  A
  s indicated in the accompanying table, 
  Vehicles have the following Characteristics 
  and attributes: 
  Size:  Th e length and width of the Vehicle for game 
  purposes. Th is does not include the wings on air-
  planes or the rotors of helicopters, nor indicate 
  precise real-world measurements. It’s mainly used 
  to determine the DCV modiﬁ er and the like.
  DCV:  Th e DCV modiﬁ er for the Vehicle. Th e larger 
  a Vehicle is, the easier it is to hit.
  Mass (KB):  Th e mass of the Vehicle when empty 
  and its Knockback modiﬁ er.
  STR: Th e maximum lift ing Strength of the Vehicle. 
  Th e Vehicle can lift  this much in addition to itself; 
  its Mass does not count against its lift ing total (use 
  the Encumbrance rules, page 93, to determine if 
  a vehicle is too overloaded to move at full speed). 
  Vehicles’ STR does not cost END to use.
  DEF: Th e DEF of the Vehicle. If the defense is listed 
  as #/#, the ﬁ rst number is the defense from the 
  front, the second number is the defense from the 
  sides, bottom, top, and rear. If the defense is in 
  brackets, it is Hardened.
  BODY: Th e amount of BODY the Vehicle can take 
  before it stops running. To destroy a Vehicle com-
  pletely, you must do two times the listed BODY.
  DEX: Th e maximum eﬀ ective DEX a character can 
  use when driving the Vehicle (see Using Vehicles).
  SPD: Th e maximum eﬀ ective SPD a chracter can 
  use when driving the Vehicle (see Using Vehicles).
  MOVE:  Th e Vehicle’s inches of movement and its 
  Noncombat velocity multiple. For example, a Vehi-
  cle with a Move of 25”x4 can move at 25” and has a 
  x4 Noncombat velocity multiplier. Vehicles’ move-
  ment does not cost END to use.
  A Vehicle has the mode(s) of movement 
  appropriate for its type:  cars and other ground 
  vehicles have Running; air vehicles have Flight; and 
  so forth.
  MAX: Th e maximum amount of inches the Vehicle 
  can travel in one full Turn at Noncombat Move-
  ment velocities.
  Cost:  Th e cost of the Vehicle, expressed as Active 
  Points/(points divided by 5). A character in a 
  Superheroic game who pays Character Points for a 
  Vehicle pays the second cost (see page 114).
  EQUIPMENT
  Th is chapter provides 
  rules for vehicles and 
  weapons in the HERO 
  System. Characters who 
  need a fancy broad-
  sword or a cool car can 
  ﬁ nd it here.
  Equipment is built with 
  Character Points. In 
  Heroic campaigns, char-
  acters typically don’t 
  have to pay Character 
  Points for their equip-
  ment; instead, they pay 
  money. Superheroic 
  characters must pay 
  Character Points for 
  equipment.
  HERO SYSTEM
  EQUIPMENT
  Th e 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
  1. Sports Utility Vehicles have +2 to Combat Driving, Only To Counteract 
  Terrain Modiﬁ ers (-1) (costs 3 points).
  2. Police Cars include Radio, Siren/Light Bar, and possibly various police 
  weapons.
  3. All Sportscars have Distinctive Features.
  4. A Motorcycle’s DEF is bought with the Limitation Does Not Protect 
  Rider (-½). All Motorcycles have three Skill Levels with their Ground 
  Movement (costs 6 points) to reﬂ ect their excellent handling.
  5. Th e HMMWV (High Mobility Multipurpose Wheeled Vehicle; 
  “Humvee”) is the U.S. Army’s modern all-purpose vehicle. Depending on 
  its equipment, it can function as an ambulance, communications center, 
  cargo transport, and so forth. It can also be equipped to carry weapons 
  (the listed Humvee has none).
  6. Th is M1 Abrams Main Battle Tank has a crew of four. It has Distinctive 
  Features. It is armed and equipped with a main gun (105mm cannon, RKA 
  8d6, Explosion, 55 Charges), two 7.62mm machine guns (RKA 2d6+1, 
  Autoﬁ re (10), +1 STUN Multiplier; 11,400 Charges), one 12.7mm machine 
  gun (RKA 3d6, Autoﬁ re (10), +1 STUN Multiplier; 1,000 Charges), smoke 
  generators, NBC protection, and a nightvision system.
  7. Th e M113A2 APC (Armored Personnel Carrier) has a crew of 2 and 
  can carry up to 11 soldiers. It is amphibious. It has Distinctive Features. 
  Th e standard model is equipped with a .50 machine gun (RKA 3d6, Auto-
  ﬁ re (10), +1 STUN Multiplier; 2,000 Charges); the M113A2 can be recon-
  ﬁ gured for many diﬀ erent types of missions and weapons.
  8. Military planes have Distinctive Features. Most have common equip-
  ment including an ECM system (+4 DCV), ejection seat, infrared sensors, 
  life support, 360-Degree Radar with +10 versus Range Modiﬁ ers, and 
  HRRP.
  Military helicopters have Distinctive Features. If the moving rotors hit 
  something, they will do ½d6 Killing Damage for every 10” of Flight.
  9. Th e F-15E Eagle jet ﬁ ghter ﬂ ies at about Mach 2.5. It has Distinctive 
  Features. It is equipped with Sidewinder and Sparrow missiles and a 
  20mm machine gun (RKA 4d6 Autoﬁ re (10), +1 STUN Multiplier; 940 
  Charges); they can carry an additional 16,000 pounds of ordinance (such 
  as about four more Sparrow missiles).
  10. Th e AH-1S HueyCobra is equipped with eight TOW missiles, a 
  7.62mm minigun (RKA 2d6+1, Autoﬁ re (10), +1 STUN Multiplier; 
  500 Charges), a 40mm grenade launchger (RKA 2½d6, Explosion, 300 
  Charges), and can carry a variety of other weapons. It also has IR sensors, 
  radar, and HRRP.
  11. Th e AH-64 Apache has four hardpoints. Th is allows it to carry four 
  pods of four Hellﬁ re missiles, four 19-tube 2.76-inch rocket launchers, or 
  some combination of the two. It also has a 30mm (RKA 4½d6, Autoﬁ re 
  (10), AP, 1,200 Charges). It also has IR sensors, radar, and HRRP.
  NOTES
  
  111 
  Sidekick ■ Chapter Four
  USING VEHICLES
  Vehicles move just like characters:  they have 
  a SPD, Combat Movement velocity, and Noncom-
  bat Movement velocity. However, some special 
  rules apply.
  Vehicles have a base movement in inches. Th is 
  movement is the number of inches the vehicle can 
  move at Combat Movement velocity in a single 
  Phase; a vehicle can travel more quickly if it moves 
  at Noncombat velocity (which of course reduces 
  the vehicle’s OCV to 0 and halves its DCV). A vehi-
  cle’s Phases derive from its SPD, just like a charac-
  ter. For example, a vehicle with a SPD 4 moves on 
  Segments 3, 6, 9, 12.
  A vehicle can only be driven on the lower of its 
  SPD or the driver’s SPD. If the Vehicle has a higher 
  SPD than its driver, it’s too responsive for him to 
  use to its full potential; if his SPD is higher, the 
  vehicle simply can’t keep up with his reaction time. 
  In either case, either the driver or the vehicle has to 
  Hold its Actions as appropriate to keep the vehicle 
  moving properly.
  Vehicles In Combat
  A vehicle must use the lower of its DEX or its 
  driver’s DEX to determine its base CV.
  VEHICULAR DCV
  Aft er determining a vehicle’s CV from its DEX, 
  apply its DCV Modiﬁ er from size to determine its 
  ﬁ nal DCV.
  In most cases, vehicles are driven at Non-
  combat velocity, so they have half their DCV. Th ey 
  only have their full DCV when driven at Combat 
  velocities.
  Th e 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 eﬀ ects.
  When a vehicle has lost all of its BODY it falls 
  apart or otherwise becomes inoperable. If a vehicle 
  takes twice its BODY, it’s completely destroyed.
  VEHICLE AND PASSENGER ATTACKS
  Determine a vehicle’s OCV from the DEX it 
  can use, just like its DCV. If the driver has Combat 
  Driving (or Piloting), the vehicle has its full OCV; 
  if he does not have Combat Driving, halve the 
  vehicle’s OCV.
  Use the vehicle’s OCV for attacks with weap-
  ons built into the vehicle, and for ramming (Move 
  Th rough) and sideswipe (Move By) attacks.
  Th e driver or passengers may make their own 
  attacks with their own weapons or Powers; they act 
  on their own Phases and DEXs. All such attacks 
  suﬀ er an automatic -2 OCV penalty — it’s hard 
  to aim in a moving vehicle. Th e driver suﬀ ers an 
  additional -1, since he has to devote some of his 
  attention to controlling the vehicle. If the driver 
  has made any Combat Driving (or Piloting) rolls at 
  more than a -1 modiﬁ er that Segment to control or 
  maneuver his vehicle, all attacks he or his passen-
  gers make suﬀ er an additional -1 modiﬁ er.
  VEHICLE DAMAGE TABLE
  d6 
  Vehicle Loses
  1
  One 2x Noncombat Movement multiplier
  2
  5” of Combat Movement
  3
  Vehicle’s largest Power
  4
  10 STR
  5
  5 DEX
  6
  1 SPD
  
  112 ■ Equipment
  Hero System 5th Edition
  WEAPONS 
  AND ARMOR
  W
  eapons can improve a character’s 
  accuracy, his ability to do damage, or 
  both. Armor, of course, helps to keep 
  the character from getting hurt in the 
  ﬁ rst place.
  Characters in Heroic campaigns, who don’t 
  pay Character Points for their weapons, suﬀ er a -3 
  OCV nonproﬁ ciency penalty if they don’t have a 
  Weapon Familiarity Skill for the weapon (page 30). 
  Characters in Superheroic campaigns must pay 
  Character Points for their weapons, and can use 
  any weapon they pay points for without the need 
  for a WF.
  Wielding HTH weapons costs Endurance, but 
  the END cost depends on the STR used with the 
  weapon (if any). For example, if a character has 20 
  STR and wields a broadsword, he spends 2 END 
  every Phase he uses it.
  WEAPONS TABLES
  Th e accompanying tables, and the notes which 
  follow, describe a wide variety of weapons in HERO 
  System terms.
  HAND-TO-HAND WEAPONS TABLE
  Weapon 
  OCV 
  Damage 
  STUNx 
  STR Min 
  A/R Cost 
  Notes
  Axes & Maces
  Axe, Battle 
  0 
  2d6 
  0 
  13 
  45/15 
  1½H
  Axe, Great 
  0 
  2d6+1 
  0 
  16 
  52/15 
  2H
  Axe, Hand (Hatchet) 
  0 
  1d6 
  0 
  6 
  30/11 
  Can Be Th rown
  Hammer, War 
  -1 
  1d6+1 
  +1 
  13 
  32/11 
  1½H
  Mace 
  0 
  1d6+1 
  0 
  10 
  30/10
  Mace, Great 
  0 
  2d6 
  0 
  15 
  45/13 
  2H
  Pick 
  0 
  1d6 AP 
  0 
  11 
  30/11
  Clubs (Do Not Require Weapon Familiarity)
  Club 
  0 
  4d6N 
  — 
  10 
  30/11
  Club, Great 
  0 
  6d6N 
  — 
  15 
  45/14 
  2H
  Swords and Knives
  Dagger 
  0 
  1d6-1 
  0 
  6 
  24/9 
  Can Be Th rown
  Katana 
  +1 
  1½d6 
  0 
  12 
  45/15 
  1½H, Can Be Th rown
  Knife 
  0 
  ½d6 
  0 
  4 
  20/8 
  Can Be Th rown 
  Stiletto 
  0 
  ½d6 AP 
  0 
  5 
  25/10 
  Can Be thrown
  Sword, Bastard 
  0 
  1½d6 
  0 
  12 
  37/12 
  1½H
  Sword, Broad 
  0 
  1d6+1 
  0 
  12 
  30/11
  Sword, Great 
  +1 
  2d6 
  0 
  17 
  50/15 
  2H
  Sword, Short 
  0 
  1d6 
  0 
  10 
  22/8
  Pole Arms
  Javelin 
  0 
  1d6+1  
  0 
  8 
  40/15 
  Can Be Th rown
  Pole Arm 
  -1 
  2d6 
  0 
  13 
  48/14 
  2H, Long
  Spear 
  0 
  1½d6  
  0 
  10 
  50/18 
  Can Be Th rown
  Spear, Long 
  -1 
  2d6 
  0 
  13 
  48/14 
  2H, Long
  Spear, Medium 
  -1 
  1½d6 
  0 
  11 
  39/12 
  1½H, Long
  Flails (ignore DCV bonus provided by shields)
  Flail 
  0 
  1d6 
  0 
  9 
  22/8
  Morningstar 
  0 
  1½d6 
  0 
  10 
  37/12 
  1½H
  Unusual Melee Weapons
  Lance 
  0 
  1½d6 
  0 
  12 
  44/13 
  Long, †
  Quarterstaﬀ  
  +1 
  4d6N 
  — 
  10 
  35/11
  Whip 
  0 
  ½d6 
  0 
  8 
  37/13 
  Range of 3”; can Grab, †
  Science Fiction Melee Weapons
  Electric Whip 
  0 
  1d6 Energy  
  0 
  6 
  44/16 
  Range of 3”; can Grab
  Energy Saber 
  +1 
  1½d6 E 
  +1 
  10 
  49/15 
  †
  Shock Prod 
  0 
  3d6 N E 
  — 
  6 
  22/7 
  †
  Vibro-blade 
  +1 
  1½d6 AP 
  0 
  11 
  42/15
  
  113 
  Sidekick ■ Chapter Four
  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 (Th ompson M-1928) 
  +2 
  0 
  2d6-1 
  +1 
  13 
  50 
  7½2 
  AF5
  Riﬂ es†
  7.62 RL (SVD Dragunov Sniper Riﬂ e) +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 Riﬂ es†
  .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 Modiﬁ er
  Wire Guided Missile (TOW) 
  0 
  — 
  6d6 AP 
  +1 
  — 
  1 
  157/33 
  Mounted, No Range Modiﬁ er if 
   
   
   
   
   
   
   
   
  Concentrates (½ DCV)
  Science Fiction Pistols†
  Blaster Pistol 
  +1 
  0 
  9d6N E 
  — 
  8 
  32 
  84/24
  Laser Pistol 
  +1 
  0 
  2d6 AP E 
  +0 
  9 
  32 
  72/21
  Neutron Pistol 
  +1 
  0 
  4d6 N NND 
  — 
  7 
  32 
  50/15
  Science Fiction Riﬂ es†
  Blaster Auto Riﬂ e 
  +1 
  +2 
  12d6 N E 
  — 
  12 
  64 
  131/35 
  AF5, 2H
  Laser Auto Riﬂ e 
  +1 
  +2 
  3d6 AP E 
  +0 
  12 
  64 
  123/33 
  AF5, 2H
  Neutron Auto Riﬂ e 
  +1 
  +2 
  5d6 N NND 
  — 
  11 
  64 
  73/20 
  2H
  Grenades†
  Concussion 
  — 
  — 
  6d6 N EX 
  — 
  — 
  1 
  45/10 
  Th rown (Range Based On STR)
  Fragmentation 
  — 
  — 
  2d6 EX 
  0 
  — 
  1 
  45/10 
  Th rown (Range Based On STR)
  
  114 ■ Equipment
  Hero System 5th Edition
  Key And Notes 
  For Weapons Tables
  1½H, 2H:  One-And-A-Half-Handed Weapon and 
  Two-Handed Weapon. Most weapons only require 
  one hand; some require two. A One-And-A-Half-
  Handed Weapon ordinarily requires two hands, but 
  a character can wield it in one hand by increasing 
  its STR Min (see below) by +2.
  AF5: Autoﬁ re up to 5 shots
  AF10:  Autoﬁ re up to 10 shots
  AP:  Armor Piercing
  Bipod, Mounted:  Th ese weapons require a bipod or 
  mount; they are Bulky Foci
  E:  Energy damage
  EX:  Explosion
  Long:  Long Weapon; provides +1” reach
  Mounted:  Weapon must be mounted on a tripod or 
  vehicle
  N:  Normal Damage (all other weapons do Killing 
  Damage)
  NND:  No Normal Defense
  RC:  Recoverable Charges
  †:  STR Minimum Doesn’t Add To Damage
  ‡:  Extra Time (1 Phase to reload between shots; -¾)
  OCV
  A modiﬁ er to the character’s OCV when he 
  uses the weapon.
  RMOD
  A modiﬁ er to the weapon’s accuracy at Range. 
  Positive values help to oﬀ set the standard Range 
  Modiﬁ er; negative values add to it. RMod can never 
  raise a character’s base OCV, it can only counteract 
  (or add to) Range Modiﬁ er penalties.
  DAMAGE
  Th e damage done by the weapon. Unless the 
  damage has the N (Normal Damage) notation, the 
  weapon does Killing Damage.
  RANGED MUSCLE-POWERED WEAPONS TABLE
  Weapon 
  OCV 
  RMod 
  Damage 
  STUNx 
  STR Min 
  Shots 
  A/R Cost 
  Notes
  Bow, Heavy 
  0 
  0 
  1½d6 
  0 
  10 
  10 RC 
  44/12 
  2H, †
  Bow, Light 
  0 
  0 
  1d6 
  0 
  8 
  10 RC 
  26/7 
  2H, †
  Crossbow, Heavy 
  0 
  +1 
  1½d6 
  0 
  14 
  10 RC 
  47/11 
  2H, †, ‡
  Crossbow, Light 
  0 
  +1 
  1d6+1 
  0 
  12 
  10 RC 
  38/9 
  2H, †, ‡
  Longbow, Heavy 
  0 
  +1 
  2d6 
  0 
  15 
  10 RC 
  55/14 
  2H, †
  Longbow, Light 
  0 
  +1 
  1d6+1 
  0 
  10 
  10 RC 
  38/10 
  2H, †
  Shuriken/Darts 
  0 
  0 
  ½d6 
  0 
  5 
  9 RC 
  17/7
  Sling 
  0 
  -1 
  1d6+1 
  +1 
  8 
  10 RC 
  27/10
  Th rowing Knife 
  0 
  0 
  1d6 
  0 
  7 
  4 RC 
  22/7
  EXPLOSIVES
  Explosive 
  Damage 
  Notes
  Fragmentation Grenade 
  2d6 EX 
  Th rown; Range 
   
   
  Based On STR
  Concussion Grenade 
  6d6 N EX Th rown; 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
  
  115 
  Sidekick ■ Chapter Four
  STUNx
  Th e STUN Multiplier for Killing Damage 
  weapons. A “0” indicates no modiﬁ er, meaning a 
  normal 1d6-1 STUN Multiplier.
  STR MIN
  Th e Strength Minimum for the weapon in 
  Heroic campaigns (Superheroic campaigns don’t use 
  this rule). A weapon’s STR Min indicates the STR 
  required to use it eﬀ ectively (not to just pick it up).
  For every 5 points (or fraction thereof) of STR 
  a character is below a weapon’s STR Min,  he suﬀ ers 
  a -1 OCV and -1 Damage Class penalty when using 
  the weapon.
  For every full 5 points by which a character’s 
  STR exceeds a weapon’s STR Minimum, he can add 
  +1 Damage Class to the weapon (but he cannot 
  more than double the weapon’s listed base damage; 
  see page 97). Some weapons, such as bows and ﬁ re-
  arms, do not add damage from STR, no matter how 
  much the character’s STR exceeds the weapon’s STR 
  Minimum (for such weapons, the STR Minimum 
  indicates the STR needed to hold, draw, and/or 
  cock the weapon).
  SHOTS
  Th e number of rounds of ammunition the 
  weapon typically comes with. Characters can usu-
  ally acquire more ammo if necessary. Only one 
  round of ammunition can be thrown/shot in a 
  Phase; when the weapon runs out, the character 
  must reload.
  A/R COST
  Th e Active Point/Real Point cost of the 
  weapon. Characters in Superheroic campaigns pay 
  the Real Point cost to have the weapon.
  NOTES
  Th is catch-all category includes any informa-
  tion not listed elsewhere.
  ARMOR AND SHIELDS
  Characters may want to wear armor and carry 
  shields to partially or wholly protect themselves 
  from damage. Personal armor can range from a 
  policeman’s kevlar vest to a knight’s plate cuirass. 
  Most armor functions as both PD and ED Armor, 
  meaning it’s Resistant Defense.
  ARMOR TYPES TABLE
  Fantasy Armor 
  Defense
  Cloth 
  1
  Leather 
  2
  Boiled Leather 
  3
  Brigandine 
  4
  Scale 
  5
  Chain 
  6
  Plate and Chain 
  7
  Full Plate 
  8
  Modern Armor 
  Defense
  Light Kevlar 
  5
  Kevlar 
  9
  Heavy Kevlar 
  11
  Science Fiction Armor 
  Defense
  Light Reﬂ ect 
  +3 ED
  Full Reﬂ ect 
  +6 ED
  Advanced Polymers 
  12
  Plasteel 
  15
  Th e Defense provided by armor works like the Power 
  Armor, and adds to both PD and ED.
  SHIELD TABLE
  Shield 
  DCV 
  A/R Cost
  Small Shield 
  +1 
  5/2
  Normal Shield 
  +2 
  10/4
  Large Shield 
  +3 
  15/5
  SIGHTS
  Certain technological devices allow anyone to shoot more accurately. Special vision devices let a gunman work in very 
  low light or total darkness. Th e attacker must ﬁ rst be Braced and be sighted in to use most of the sights listed on the 
  accompanying table. Each sight has an OCV modiﬁ er and modiﬁ er to the Range Modiﬁ ers. If a gun has no sights, the 
  character using it receives only the usual bonuses for Bracing (see page 94).
  Name 
   
  OCV 
  RMod
  Iron Sights (normal) +0 
  +0
  Micrometer Sights 
  +1 
  +0
  Standard Scope 
  +1 
  +1
  High-Power Scope +1 
  +2
  Laser Sight*       
  +1    
  +1
  Infrared Scope‡  
  — 
  —
  Nightsight Scope† 
  — 
  — 
  * Need not Brace to use; only works for shots to 64”; may not be usable against brightly colored backgrounds, through 
  fog, or in other conditions.
  ‡:  Provides Infrared Perception (Sight Group)
  †:  Provides +3 to Sight Group PER Rolls to counteract darkness modiﬁ ers.
  
  chapter ﬁ ve:
  chapter ﬁ ve:
  chapter ﬁ ve:
  EXAMPLE CHARACTERS
  
  117 
  Sidekick ■ Chapter Five
  DEFENDER
   Val Char 
  Cost Roll 
  Notes
   40 STR 
  15*† 17- 
  Lift  6,400 kg; 8d6 [4]
   25 DEX 22*† 14- 
  OCV:  8/DCV:  8
   30 CON 15*† 15-
   12 BODY 4 
  11-
   20 INT 
  10 
  13- 
  PER Roll 13-
   15 EGO 
  10 
  12- 
  ECV: 5
   20 PRE 
  10 
  13- 
  PRE Attack:  4d6
   14 COM 
  2 
  12-
   5 PD 
  3 
   
  Total:  20 PD (15 rPD)
   5 ED 
  3 
   
  Total:  20 ED (15 rED)
   5 SPD 
  20* 
   
  Phases:  3, 5, 8, 10, 12
   20 REC 
  21*
   100 END 
  27*
   40 STUN 18 
  Total Characteristic Cost:  184
  *:  OIF (Powered Armor; -½)
  †:  No Figured Characteristics (-½)
  Movement: 
  Running: 
  6”/12”
   
  Leaping: 
  8”/16”
   
  Flight: 
  20”/40”
  Cost Powers 
  END
  40 
  Weapons Array:  Multipower, 60-point 
  reserve; all OIF (Powered Armor; -½)
  4 
  1)  Electric Blast:  Energy Blast 12d6; 
  OIF (-½) 
  6
  4 
  2)  Pulse-Blast:  Energy Blast 8d6, Autoﬁ re 
  (5 shots; +½); OIF (-½) 
  6
  1 
  3)  Overload Blast:  RKA 3d6; OIF (-½), 
  Increased Endurance Cost (x4 END; 
  -1½), Activation Roll 15- (-¼) 
  16
  4 
  4)  EMP Pulse:  Dispel 16d6, any Electricity 
  power one at a time (+¼); OIF (-½) 
  6
  3 
  5)  Electro-Bolos:  Entangle 6d6, 6 DEF; 
  OIF (-½), 12 Charges (-¼) 
  [12]
  3 
  Searchlight:  Sight Group Images, 1” 
  radius; OIF (Searchlight Generator; -½), 
  Only To Create Light (-1), No Range (-½) 1
  30 
  Powered Armor:  Armor (15 PD/15 ED); 
  OIF (-½) 
  0
  27 
  Boot-Jets:  Flight 20”; OIF (-½) 
  4
   
  Perks
  10 
  Money:  Wealthy
   
  Skills
  6 
  +2 with Weapons Array
  3 
  Computer Programming 13-
  3 
  Electronics 13-
  3 
  High Society 13-
  3 
  Inventor 13-
  1 
  Language:  French (basic conversation; 
  English is native)
  2 
  Knowledge Skill: Millennium City 11-
  2 
  Knowledge Skill:  New York City 11-
  1 
  Knowledge Skill: Washington, D.C. 8-
  2 
  Knowledge Skill: Superhuman World 11-
  3 
  Mechanics 13-
  2 
  Professional Skill:  Play Chess 11-
  2 
  Science Skill: Chemistry 11-
  3 
  Science Skill: Physics 13-
  3 
  Systems Operation 13-
  1 
  TF: V-Jet
  Total Powers & Skill Cost:  193
  Total Cost:  350
  200+ Disadvantages
  10 
  DNPC:  Wendy Brooks (the Champions’s 
  housekeeper) 8- (Normal)
  20 
  Hunted:  Mechanon 8- (Mo Pow, NCI, 
  Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture)
  10 
  Hunted:  Lazer 8- (As Pow, Capture)
  20 
  Psychological Limitation:  Fearlessly Heroic; 
  Risks His Life Even In Obviously Lethal 
  Situations (Very Common, Strong)
  20 
  Psychological Limitation:  Code Versus 
  Killing (Common, Total)
  10 
  Psychological Limitation:  Must Live Up 
  To Family Reputation For Achievement 
  (Uncommon, Strong)
  15 
  Reputation:  do-gooder superhero who’ll 
  help anyone, 14-
  10 
  Social Limitation:  Famous (Frequently, 
  Minor)
  15 
  Social Limitation:  Secret Identity (James 
  Harmon IV) (Frequently, Major)
  Total Disadvantage Points:  350
  Background/History:  James Harmon IV comes from 
  a long line of famous men and noteworthy heroes. 
  Eager to live up to his family’s reputation, he used 
  his money and natural gift  for inventing new tech-
  nologies to build a suit of powered armor. Now 
  he ﬁ ghts crime as Defender, leader of the world-
  renowned Champions of Millennium City.
  Personality/Motivation:  Defender is the living, 
  breathing embodiment of the word “hero.” He gives 
  of himself unstintingly, taking on any mission to 
  combat evil or save the helpless. He’s absolutely 
  fearless, caring nothing for danger if only he can do 
  something helpful.
  Quote:  “All right, team, let’s hit ’em hard! If they 
  make it past us, millions of lives are in danger!”
  Powers/Tactics:  Defender’s “superpowers” all come 
  from his suit of powered battlearmor. A marvel of 
  modern technology, it provides far more than just 
  protection. His weapon array, including several dif-
  ferent types of electric blasters, allows him to dish 
  out more damage than your average platoon, and his 
  boot-jets give him air combat capability with a high 
  degree of maneuverability. Th e suit even enhances 
  his Characteristics, making him stronger, faster, and 
  tougher (the bonuses to his REC and END represent 
  the suit’s batteries, which provide power for the weap-
  ons, boot-jets, and other gadgets). James is constantly 
  tinkering with the suit, ﬁ nding ways to improve its 
  performance or adapt it for speciﬁ c situations.
  In battle, Defender usually prefers his Electro-
  bolos, which can restrain many opponents without 
  harming them. If they don’t work, his Electric Blast 
  is his ﬁ rst option for single foes, or his Pulse-Blast 
  for groups — unless his opponent has electrical 
  powers, in which case he’ll try his EMP Pulse. Only 
  in the most desperate situations does he use his 
  Overload Blast; he has a deep respect for all life 
  (even that of supervillains), and risks his full power 
  MORE EXAMPLE 
  CHARACTERS
  In addition to the 
  sample characters in 
  this section, there’s also 
  Firebrand (the character 
  featured in the example 
  character sheet on page 
  9) and Randall Irons 
  (the Pulp Hero character 
  described on page 82).
  
  118 ■ Example Characters
  Hero System 5th Edition
  only when it’s absolutely necessary.
  Appearance:  Defender’s powered armor has a black 
  framework, golden helmet, gauntlets, and boots, 
  and blue breastplate, belt/trunks, and thigh- and 
  armbands. Out of his armor, James Harmon is a 
  tall, dark-haired man in his early 30s, with a sort of 
  casual handsomeness many women ﬁ nd irresistible.
  PULSAR
   Val Char 
  Cost Roll 
  Notes
   15 STR 
  5 
  12- 
  Lift  200 kg; 3d6 [1]
   23 DEX 
  39 
  14- 
  OCV:  8/DCV:  8
   23 CON 
  26 
  14-
   14 BODY 8 
  12- 
   10 INT 
  0 
  11- 
  PER Roll 11-
   11 EGO 
  2 
  11- 
  ECV:  4
   15 PRE 
  5 
  12- 
  PRE Attack:  3d6
   12 COM 
  1 
  11-
   13 PD 
  10 
   
  Total:  23 (10 rPD)
   17 ED 
  12 
   
  Total:  27 (10 rED)
   6 SPD 
  27 
   
  Phases:  2, 4, 6, 8, 10, 12
   10 REC 
  4
   46 END 
  0
   40 STUN 
  6 
  Total Characteristic Cost:  145
  Movement: 
  Running: 
  6”/12”
   
  Flight: 
  10”/20”
  Cost Powers 
  END
  60 
  Energy Powers:  Multipower, 60-point 
  powers
  6  
  1)  Power Blast I:  Energy Blast 12d6 
  6
  6 
  2)  Power Blast II:  Energy Blast 8d6, 
  Reduced Endurance (0 END; +½) 
  0
  6  
  3)  Stun-Blast:  Energy Blast 6d6, NND 
  (defense is ED FF; +1) 
  6
  2 
  4)  Powered Punch:  Hand To Hand Attack 
  +5d6; Hand-To-Hand Attack (-½) 
  2
  30 
  Force Field:  FF (10 PD/ED), Reduced 
  Endurance (0 END; +½) 
  0
  30 
  Power-Flight:  Flight 10”, Reduced 
  Endurance (0 END; +½) 
  0
   
  Martial Arts: Commando Training
   
  Maneuver 
  OCV DCV 
  Notes
  3 
  Aikido Th row +0 
  +1 
  3d6 + v/5, Target 
  Falls
  4 
  Boxing Cross 
  +0 
  +2 
  5d6
  4 
  Choke  
  -2 
  +0 
  Grab One Limb, 
  2d6 NND (2)
  4 
  Karate “Chop”  -2 
  +0 
  ½d6 HKA 
  (1d6+1 with 
  STR)
   
  Skills
  9 
  +3 with Energy Powers Multipower
  3 
  Combat Driving 14-
  3 
  Concealment 11-
  3 
  Demolitions 11-
  7 
  Gambling 13-
  2 
  Knowledge Skill: Th e Superhuman World 11-
  1 
  Knowledge Skill: VIPER 8-
  1 
  Knowledge Skill: U.S. Army 8-
  3 
  Power:  Energy Powers 14-
  2 
  Professional Skill:  Soldier 11-
  5 
  Security Systems 12-
  3 
  Shadowing 11-
  3 
  Stealth 14-
  3 
  Streetwise 12-
  2 
  TF:  SCUBA, Snow Skiing
  Total Powers & Skill Cost:  205
  Total Cost:  350
  200+ Disadvantages
  20 
  Hunted: Champions 8- (Mo Pow, NCI, 
  Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture)
  15 
  Psychological Limitation:  Overconﬁ dence 
  (Very Common, Moderate)
  15 
  Social Limitation:  Secret Identity (Frank 
  Costen) (Frequently, Major)
  15 
  Unluck 3d6
  30 
  Vulnerability:  2 x STUN from Physical 
  HKAs (Very Common)
  35 
  Experience Points
  Total Disadvantage Points:  350
  Background/History:  Aft er dropping out of high 
  school and getting dishonorably discharged from 
  the Army for brawling, Frank Costen joined the 
  insidious criminal organization VIPER. Some of 
  VIPER’s scientists used him as an unwilling subject 
  in experiments for human mutation... experiments 
  that worked! Frank gained the power to manipulate 
  and project energy. Taking the name Pulsar, he 
  abandoned VIPER to make a name — and a lot of 
  money — for himself as a supervillain.
  Personality/Motivation:  Pulsar is, at heart, a lazy 
  underachiever. He thinks of himself as the stuﬀ  
  master villains are made of, and explains all his fail-
  ures away as “bad luck.” But the truth is he doesn’t 
  work hard at anything; he expects to be given fame, 
  fortune, and women on a silver platter, and he has 
  an excuse for everything that goes wrong.
  Despite his numerous failures, losses, and peri-
  ods of imprisonment, Pulsar has an overweening 
  sense of self-conﬁ dence. He’s convinced he has the 
  power to defeat anyone, and he’s quite susceptible 
  to ﬂ attering comments and extravagent praise 
  (especially from women). Despite his well-known 
  dislike for taking orders, a charismatic person can 
  easily manipulate Pulsar into doing his bidding.
  Quote:  “Now you’ll see what true power is!”
  Powers/Tactics:  Pulsar has energy powers. He can 
  ﬁ re power-blasts, ﬂ y, and protect himself with a 
  force ﬁ eld. He can even use his power to “juice up” 
  an otherwise ordinary punch. Th e only downside 
  to Pulsar’s powers is that they altered his molecular 
  structure, making him vulnerable to things that 
  pierce his skin — bullets, knives, and so on. Energy 
  seeps out of cuts and punctures like blood gushing 
  from a wound, causing him intense pain.
  Appearance:  Pulsar wears a bodystocking colored 
  a green-tinted chrome, with a white starburst chest 
  symbol. His half-face mask, the same color as his 
  bodystocking, includes a set of darker green eye-
  protecting goggles. His boots and short gloves are a 
  metallic green.
  
  119 
  Sidekick ■ Chapter Five
  VALERIUS THE HARPER
   Val Char 
  Cost Roll 
  Notes
   10 STR 
  0 
  11- 
  Lift  100 kg; 2d6 [1]
   14 DEX 
  12 
  12- 
  OCV:  5/DCV:  5
   15 CON 
  10 
  12-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   10 EGO 
  0 
  11- 
  ECV:  3
   20 PRE 
  10 
  13- 
  PRE Attack:  4d6
   10 COM 
  0 
  11-
   4 PD 
  2 
   
  Total:  4 PD (0 rPD)
   4 ED 
  1 
   
  Total:  4 ED (0 rED)
   3 SPD 
  6 
   
  Phases:  4, 8, 12
   5 REC 
  0
   30 END 
  0
   23 STUN 
  0 
  Total Characteristics Cost:  49
  Movement: 
  Running: 
  6”/12”
  Cost Spells 
  END
  4 
  Belzorath’s Spell Of Waking Dreams 
  2
  22 
  Fireball 
  7
  13 
  Jezric’s Spell Of True Seeming 
  18
  7 
  Khelred’s Flammifer 
  0
  8 
  Protection From Fire 
  4
  15 
  Quench Flame 
  4
  17 
  Stelrane’s Spell Of Dispersion 
  5
  20 
  Valerius’s Sparklings 
  6
  9 
  Wizard’s Power 
  3
  8 
  Wizard’s Shield 
  2
   
  Skills
  10 
  +2 to Magic Skill Rolls
  3 
  +1 with Magic Spells
  3 
  Greater Orb Of Fire:  +3 with Fire Magic 
  rolls; OAF (-1)
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Knowledge Skill:  Arcane And Occult Knowl-
  edge 13-
  2 
  Knowledge Skill:  Herbalism 11-
  2 
  Knowledge Skill:  History 11-
  2 
  Knowledge Skill:  Legends And Lore 11-
  1 
  Literacy
  3 
  Power:  Air Magic 13-
  7 
  Power:  Fire Magic 15-
  5 
  Power:  Sorcery 14-
  5 
  Power:  Wizardry 14-
  2 
  Professional Skill: Play Harp 11-
  2 
  Professional Skill: Singing 11-
  1 
  Riding 8-
  1 
  WF: Staﬀ 
  Total Powers & Skills Cost:  180
  Total Cost:  229
  75+ Disadvantages
  5 
  Distinctive Features:  Wizard (Not Conceal-
  able; Noticed And Recognizable; Requires 
  Unusual Sense [Detect Magic])
  15 
  Hunted:  Taal Salira 8- (Mo Pow, Kill)
  20 
  Hunted:  Lord Garethon 8- (Mo Pow, NCI, 
  Kill)
  10 
  Psychological Limitation:  Self-Sacriﬁ cing; 
  Willing To Risk His Life In Th e Cause Of 
  Good (Common, Moderate)
  10 
  Psychological Limitation:  Touchily Proud; 
  Takes Oﬀ ense Easily (Common, Moderate)
  15 
  Psychological Limitation:  Curiosity About/
  Fascination With Magic (Common, Strong)
  79 
  Experience Points
  Total Disadvantage Points:  229
  SPELLS
  Here’s game information on Valerius’s spells. 
  Most of them take a Half Phase to cast; this is a 
  standard rule for Fantasy Hero campaigns.
  BELZORATH’S SPELL OF WAKING DREAMS
  Effect: 
  Images to Sight Group
  Target/Area Affected: 2” radius
  Casting Time: 
  Half Phase (Attack Action)
  Casting Procedures: Focus, Gestures, Incantations
  Duration: 
  Constant
  Range: 
  60”
  Magic Roll Penalty: 
  -1
  END Cost: 
  1
  Description:  Th is spell, craft ed aeons ago by the 
  sorcerer Belzorath and since reﬁ ned and perfected 
  by many hands, allows the caster to create illusions.
  Game Information:  Images to Sight Group, 
  Increased Size (2” radius; +¼) (12 Active 
  Points); OAF (Wizard’s Staﬀ ; -1), Gestures (-¼), 
  Incantations (-¼), Requires A Sorcery Roll (-½). 
  Total cost:  4 points.
  FIREBALL
  Effect: 
  RKA 2d6
  Target/Area Affected: 6” Radius
  Casting Time: 
  Half Phase (Attack Action)
  Casting Procedures: Focus, Gestures, Incantations
  Duration: 
  Instant
  Range: 
  335”
  Magic Roll Penalty: 
  -7
  END Cost: 
  7
  Description:  A favorite of many mages, this spell 
  produces a large sphere of mageﬁ re hot enough to 
  injure almost any foe.
  Game Information:  RKA 2d6, Area Of Eﬀ ect 
  (6” Radius; +1¼) (67 Active Points); OAF 
  (Wizard’s Staﬀ ; -1), Gestures (-¼), Incantations 
  (-¼), Requires A Fire Magic Roll (-½). Total 
  cost:  22 points.
  JEZRIC’S SPELL OF TRUE SEEMING
  Effect: 
  Multiform (16 animals of up to 
  200 points each)
  Target/Area Affected: Self
  Casting Time: 
  Half Phase
  Casting Procedures: Gestures, Incantations
  Duration: 
  Constant
  Range: 
  Self
  Magic Roll Penalty: 
  -6
  END Cost: 
  18
  Description:  Th is spell allows the caster to assume 
  the form of various animals. 
  
  120 ■ Example Characters
  Hero System 5th Edition
  Game Information:  Multiform (16 ani-
  mals of up to 200 points each) (60 Active 
  Points); Costs Endurance (to change only; 
  -½), Increased Endurance Cost (3x END; -
  1), Extra Time (1 Turn; -1¼), Gestures (-¼), 
  Incantations (-¼), Requires A Wizardry Roll 
  (-½). Total cost:  13 points.
  KHELRED’S FLAMMIFER
  Effect: 
  1 point RKA, Armor Piercing
  Target/Area Affected: One character or object
  Casting Time: 
  Half Phase (Attack Action)
  Casting Procedures: Gestures, Incantations
  Duration: 
  Uncontrolled (until runs out of 
  fuel, or is extinguished)
  Range: 
  30”
  Magic Roll Penalty: 
  -2
  END Cost: 
  0
  Description:  One of the ﬁ rst spells bought by any 
  ﬁ re mage, Khelred’s Flammifer allows a wizard to 
  set ﬂ ammable objects on ﬁ re.
  Game Information:  RKA 1 point, Continuous 
  (+1), Armor Piercing (+½), Reduced Endur-
  ance (0 END; +½), Uncontrolled (spell ends 
  when it runs out of fuel or oxygen, or some-
  one extinguishes the ﬂ ames; +½) (17 Active 
  Points); Gestures (-¼), Incantations (-¼), Lim-
  ited Range (30”; -¼), Requires A Fire Magic 
  Roll (-½). Total cost:  7 points.
  PROTECTION FROM FIRE
  Effect: 
  Armor (14 ED), Only Versus Fire
  Target/Area Affected: Self
  Casting Time: 
  Half Phase
  Casting Procedures: Focus, Gestures, Incantations
  Duration: 
  Uncontrolled (duration of 1 
  Hour, +1 Hour per +1 by which 
  the character makes his Fire 
  Magic roll)
  Range: 
  Touch
  Magic Roll Penalty: 
  -3
  END Cost: 
  3 to cast
  Description:  Th is spell allows the caster to confer 
  on himself a high degree of protection from ﬁ re 
  attacks. Th e defense applies against both normal 
  and magical ﬁ re, and lasts for a minimum of 1 
  Hour. For each point by which the caster makes his 
  Fire Magic roll, the duration increases for 1 Hour. 
  Th e caster may end the spell at any time.
  Game Information:  Armor (14 ED), Uncon-
  trolled (see summary; +½) (31 Active Points); 
  OAF (Wizard’s Staﬀ ; -1), Costs Endurance 
  (only to cast; -¼), Gestures (-¼), Incantations 
  (-¼), Only Works Against Fire (-½), Requires A 
  Fire Magic Roll (-½). Total cost:  8 points.
  QUENCH FLAME
  Effect: 
  Dispel Fire 12d6
  Target/Area Affected: One character
  Casting Time: 
  Half Phase (Attack Action)
  Casting Procedures: Focus, Gestures, Incantations
  Duration: 
  Instant
  Range: 
  225”
  Magic Roll Penalty: 
  -4
  END Cost: 
  4
  Description:  What a ﬁ re mage calls up, he must be 
  able to put down. Th is spell lets him do just that. 
  It extinguishes ﬁ res both mundane and magical, 
  snuﬃ  ng them out without so much as a puﬀ  of 
  smoke remaining.
  Game Information:  Dispel 12d6, any Fire power 
  one at a time (+¼) (45 Active Points); OAF 
  (Wizard’s Staﬀ ; -1), Gestures (-¼), Incantations 
  (-¼), Requires A Fire Magic Roll (-½). Total 
  cost:  15 points.
  STELRANE’S SPELL OF DISPERSION
  Effect: 
  Dispel Magic 14d6
  Target/Area Affected: One character
  Casting Time: 
  Half Phase (Attack Action)
  Casting Procedures: Focus, Gestures, Incantations
  Duration: 
  Instant
  Range: 
  260”
  Magic Roll Penalty: 
  -5
  END Cost: 
  5
  Description:  One of the most basic spells in any 
  wizard’s arsenal, the Spell Of Dispersion breaks 
  apart and neutralizes mystic energies, causing spells 
  to cease functioning.
  Game Information:  Dispel 14d6, any Magic 
  power one at a time (+¼) (52 Active Points); 
  OAF (Wizard’s Staﬀ ; -1), Gestures (-¼), Incan-
  tations (-¼), Requires A Wizardry Roll (-½). 
  Total cost:  17 points.
  VALERIUS’S SPARKLINGS
  Effect: 
  RKA 2d6, Armor Piercing
  Target/Area Affected: One Hex
  Casting Time: 
  Half Phase (Attack Action)
  Casting Procedures: Focus, Gestures, Incantations
  Duration: 
  Instant
  Range: 
  300”
  Magic Roll Penalty: 
  -6
  END Cost: 
  6
  Description:  Valerius’s primary attack spell is one he 
  developed himself. It “conjures” a small, intensely hot 
  wisp of ﬂ ame resembling a ghost, wraith, or min-
  iature ﬁ re elemental. Th is “being” ﬂ ies toward the 
  target, causing intense pain and burns when it hits.
  Game Information:  RKA 2d6, Area Of Eﬀ ect 
  (One Hex; +½), Armor Piercing (+½) (60 
  Active Points); OAF (Wizard’s Staﬀ ; -1), Ges-
  tures (-¼), Incantations (-¼), Requires A Fire 
  Magic Roll (-½). Total cost:  20 points.
  
  121 
  Sidekick ■ Chapter Five
  WIZARD’S POWER
  Effect: 
  +30 PRE, Only For Presence 
  Attacks
  Target/Area Affected: Self
  Casting Time: 
  Half Phase (Attack Action)
  Casting Procedures: None
  Duration: 
  Constant
  Range: 
  Self
  Magic Roll Penalty: 
  -3
  END Cost: 
  3
  Description:  Th is spell surrounds the caster’s body 
  with a display of arcane power that impresses and 
  cows those who witness it. He need not gesture or 
  incant to invoke this ability, nor use a Wizard’s Staﬀ  
  or material components; he simply calls upon his 
  innate mystic powers.
  Game Information:  +30 PRE (30 Active Points); 
  Only For Impressiveness/Fear Presence Attacks 
  (-1½), Requires A Wizardry Roll (-½), Costs 
  Endurance (-½). Total cost:  9 points.
  WIZARD’S SHIELD
  Effect: 
  Force Field (12 PD/12 ED)
  Target/Area Affected: Self
  Casting Time: 
  Half Phase
  Casting Procedures: Focus, Gestures, Incantations
  Duration: 
  Constant
  Range: 
  Self
  Magic Roll Penalty: 
  -2
  END Cost: 
  2
  Description:  A basic defensive spell taught to many 
  mages, the Wizard’s Shield provides protection 
  against most forms of attack. It does not shield the 
  caster against exotic forms of attack created by 
  some spells.
  Game Information:  Force Field (12 PD/12 ED) 
  (24 Active Points); OAF (Wizard’s Staﬀ ; -1), 
  Gestures (-¼), Incantations (-¼), Requires A 
  Wizardry Roll (-½). Total cost:  8 points.
  Background/History:  When he was young, Valerius 
  trained to become a harper, but soon discovered 
  he had a talent for spellcasting and pursued that 
  instead. He became a powerful wizard, one special-
  izing in ﬁ re spells. Since then he’s participated in 
  many adventures, during one of which he found a 
  powerful magical artifact called the Greater Orb Of 
  Fire. He thinks he has yet to unlock the Orb’s full 
  powers.
  Personality/Motivation:  Th anks to his bardic train-
  ing, Valerius lacks the somber mien of so many 
  wizards. Quick-witted, gregarious, talkative, enter-
  taining, and ever-curious about the world around 
  him, he makes friends easily. He’s equally at home 
  in the company of kings and peasants, and seems 
  able to command the respect of all and sundry for 
  both his wisdom and his power.
  Quote:  “Do not think you can stand before one who 
  commands the power of mageﬁ re!”
  Powers/Tactics:  An accomplished wizard, Valerius 
  has a wide selection of spells to call upon, though 
  he favors spells that use or control the Element 
  of Fire. In combat he usually remains in the rear, 
  taking advantage of his spells to attack his enemies 
  at range. He concentrates on enemy archers or 
  spellcasters ﬁ rst, warriors second.
  Appearance:  Valerius is a human wizard who 
  stands about 6’0” tall and has a trim, ﬁ t build and 
  dark brown hair. His clean-shaven face betrays his 
  age of about 40. Although his countenance is gener-
  ally lighthearted, his look can become deadly seri-
  ous and stern quickly.
  Valerius carries his Wizard’s Staﬀ , a long, 
  straight, polished length of black wood about his 
  height, at all times, only putting it aside (and within 
  easy reach!) when he needs to use both hands. Top-
  ping the staﬀ  is a golden dragon which clasps with 
  its body/legs the Greater Orb of Fire, a powerful 
  magical artifact.
  
  122 ■ Appendix
  Hero System 5th Edition
  Aborting An Action:  Taking an Action early 
  to do something defensive. See page 89.
  Action:  Any act a character can perform 
  during a Phase (q.v.).
  Active Points:  Th e total cost of a power 
  aft er all Adders and Advantages are 
  applied (without reducing the cost via 
  Limitations or other modiﬁ ers). For 
  example, an Energy Blast 8d6 has 40 
  Active Points (8 x (5 points per d6)); an 
  Energy Blast 8d6, Armor Piercing has 
  60 Active Points ((8 x (5 points per d6)) 
  x1.5). Also referred to as Active Cost.
  Adder:  An improvement to a Power 
  which costs a ﬂ at amount of points, 
  rather than multiplying the cost like an 
  Advantage does. For example, doubling 
  the Noncombat velocity of a Movement 
  Power costs+5 Character Points.
  Advantage:  A modiﬁ er applied to a Power 
  to make that Power more useful or eﬀ ec-
  tive. Th is increases the cost of the Power.
  AP:  Armor Piercing, an Advantage.
  Attack Action:  An Action requiring or 
  involving an Attack Roll (q.v.). See page 88.
  Attack Roll:  Th e roll made to determine if 
  an attack hits the target. Th e player rolls 
  3d6 and must get a number less than or 
  equal to 11 + Attacker’s OCV - Defender’s 
  DCV to hit. See pages 90-91.
  Base:  Refers to a Characteristic, Skill, 
  or Power at its lowest or most primary 
  level, without any additional modiﬁ ers, 
  bonuses, Adders, Advantages, and so 
  forth. For example, “base CV” means CV 
  calculated by dividing DEX by 3, without 
  adding any bonuses from Combat Skill 
  Levels or other sources. “Base Points” 
  means the Character Points each char-
  acter receives “for free” at the beginning 
  of the game, which he supplements by 
  taking Disadvantages.
  BODY:  A Characteristic representing how 
  much injury a character can withstand 
  before dying. See pages 17, 99.
  BOECV:  Based On Ego Combat Value, an 
  Advantage. See page 64.
  Breakout Roll:  Th e roll made by the 
  victim of certain Mental Powers to resist 
  or break free from the eﬀ ects of those 
  Powers. See page 39.
  Characteristic:  One of a character’s innate 
  physical or mental capabilities, such as 
  Strength, Intelligence, or Speed. See page 16.
  Characteristic Roll:  A roll, similar to a Skill 
  Roll, derived from a Characteristic using 
  the formula (9+(CHAR/5)), used to deter-
  mine whether a character can accomplish 
  certain tasks. See page 16.
  Character Points:  Th e points used to 
  create a character by purchasing Charac-
  teristics, Skills, Perks, Talents, and Powers. 
  See page 14.
  Combat Movement:  Moving while trying 
  to present a diﬃ  cult target and seeking 
  out targets to attack. A character using 
  Combat Movement gets his full OCV and 
  DCV, but moves more slowly than one 
  using Noncombat Movement (q.v.).
  Combat Value:  See CV.
  CON:  Constitution, a Characteristic.
  CSL:  Combat Skill Level.  See page 25.
  CV:  Combat Value, determined by divid-
  ing your DEX by 3 and applying any 
  modiﬁ ers from Combat Maneuvers, 
  equipment, surprise, and the like. For 
  Mental Powers, use Ego Combat Value 
  (ECV), calculated by dividing your EGO 
  by 3 and applying any modiﬁ ers.
  CV is divided into Oﬀ ensive Combat 
  Value (OCV) and Defensive Combat 
  Value (DCV). OCV and DCV both equal 
  to CV, but modiﬁ ers may aﬀ ect them dif-
  ferently. Similarly, ECV is divided into 
  Oﬀ ensive ECV (OECV) and Defensive 
  ECV (DECV), which equal ECV.
  For more information on calculating 
  CVs, see pages 90-91.
  d6:  A six-sided die.
  DC:  Damage Class, a rating of an attack’s 
  eﬀ ectiveness. See page 97.
  DCV:  Defensive Combat Value. See CV.
  DECV:  Defensive Ego Combat Value. 
  See CV.
  DEF:  Defense, meaning both Physical 
  Defense (PD) and Energy Defense (ED). 
  Commonly used to refer to the Defense 
  value of things like walls, vehicles, Entan-
  gles, inanimate objects in general, and the 
  like. DEF is Resistant.
  Delay An Action:  See Held Action.
  DEX:  Dexterity, a Characteristic.
  Disadvantage:  A drawback, complication, 
  or ongoing problem a character suﬀ ers 
  from. Taking Disadvantages (such as 
  having a Social Limitation or a DNPC) 
  limits a character, but also ﬂ eshes him out 
  and makes him more fun to play. Further-
  more, Disadvantages provide more Char-
  acter Points to build the character with 
  (see pages 14, 76).
  DNPC:  Dependent Non-Player Character, 
  a Disadvantage. See page 77.
  EB:  Energy Blast, a Power. See page 48.
  EC:  Elemental Control. See Power 
  Framework.
  ECV:  Ego Combat Value. See CV.
  ECV Attack Roll:  Th e roll made to 
  determine if a mental attack hits the 
  target. Th e player rolls 3d6 and must 
  get a number less than or equal to 11 + 
  Attacker’s OECV - Defender’s DECV to 
  hit. Alternately, OECV +11 - 3d6 is the 
  DECV you hit. See pages 39, 92.
  ED:  Energy Defense, a Characteristic.
  Effect Roll:  Th e roll made to determine the 
  eﬀ ect of a Mental Power on a target. See 
  page 39. In a more generic sense, it can also 
  mean the roll made to determine the eﬀ ect 
  of any Power.
  Elemental Control:  A type of Power Frame-
  work (q.v.) through which several Powers 
  with common special eﬀ ects are bought.
  END:  Endurance, a Characteristic.
  Experience Points:  Character Points 
  awarded during a campaign to reﬂ ect char-
  acters’ accomplishments and players’ role-
  playing skills. Experience Points are spent 
  to improve existing abilities and learn new 
  ones. See page 81.
  Figured Characteristics:  See Characteristics.
  Framework:  See Power Framework.
  Full Move:  Moving more than half of your 
  HERO SYSTEM 
  GLOSSARY
  
  123 
  Sidekick
  inches of movement. See page 88.
  Full Phase:  An Action which requires a 
  character’s entire Phase to perform. Th e 
  character may take no other Actions that 
  Phase. Examples of Full Phase Actions 
  include using more than half of your 
  inches of movement, taking a Recovery, 
  recovering from being Stunned, changing 
  a Clip of ammunition, or attacking before 
  making a Half Phase Action. See page 88.
  GM:  Gamemaster — the director, referee, 
  and arbiter of a roleplaying game session.
  HA:  Hand-To-Hand Attack (a Power).
  Half Move:  Moving up to half of your 
  inches of movement.
  Half Phase, Half Phase Action:  An Action 
  which only requires half a Phase to per-
  form (in other words, a character can per-
  form two Half Phase Actions per Phase). 
  Half Phase Actions include using up to half 
  of your inches of movement, or opening 
  a door. Attacks only take a Half Phase if 
  made aft er performing any other type of 
  Half Phase Action. See page 88.
  Hand-To-Hand Combat (HTH):  Combat 
  between characters who are standing in 
  the same or adjacent hexes. Usually HTH 
  Combat involves punching or melee weap-
  ons such as swords, not attacks which work 
  at range (such as guns or energy blasts).
  Held Action:  An Action not taken on the 
  character’s DEX in a Phase, but instead 
  “held” or delayed until a later DEX or Seg-
  ment for some reason. See page 89.
  Heroic:  General term for campaigns in 
  which the PCs are primarily normal, 
  having Skills, Perks, and possibly Talents or 
  minor special abilities built with Powers, 
  but few or no overt superhuman powers.
  Hex:  A standard unit of measurement 
  in the game — a six-sided area one inch 
  (25mm) across on a map, representing an 
  area 2 meters across (approximately 6.5 
  feet). Hexes are used to measure range, 
  movement, and areas in the HERO System.
  HKA:  Hand-To-Hand Killing Attack (a 
  Power). See page 54.
  Holding An Action:  See Held Action.
  HRRP:  High Range Radio Perception, an 
  Enhanced Sense. See page 48.
  HTH:  Hand-To-Hand Combat (q.v.)
  IAF:  Inobvious Accessible Focus, a type of 
  Limitation. See page 69.
  IIF:  Inobvious Inaccessible Focus, a type of 
  Limitation. See page 69.
  Inch:  A standard unit of measurement in 
  the game, also called a Hex (q.v.).
  INT:  Intelligence, a Characteristic.
  IPE:  Invisible Power Eﬀ ects, an Advantage. 
  See page 64.
  KA:  Killing Attack. See page 97.
  Killing Damage:  Th e damage done by Kill-
  ing Attacks, such as bullets, knives, claws, 
  and the like. To determine it, roll the dice. 
  Th e total on the dice is the amount of 
  BODY the target takes. To determine the 
  STUN damage done, roll 1d6-1 (minimum 
  of 1) and multiply the BODY done by the 
  number rolled. Only Resistant Defense 
  protects against Killing Damage. For com-
  plete information, see page 97.
  Knockback (KB):  Being knocked backward 
  by the force of an attack, a possible eﬀ ect of 
  being hit in combat. See page 99.
  Knocked Out:  Unconscious. A character 
  is Knocked Out when he loses all of his 
  STUN due to damage from attacks. See 
  page 99.
  KS:  Knowledge Skill. See page 26.
  Limitation:  A modiﬁ er applied to a Power 
  which makes that Power less useful, or 
  restricts its use in some way. Th is reduces 
  the cost of the Power. A Power with a Limi-
  tation has been “Limited.” See page 67.
  Line Of Sight:  Th e method by which char-
  acters target Mental Powers. See Mental 
  Powers, page 39.
  LOS:  Line Of Sight (q.v.).
  NCI:  Noncombat Inﬂ uence. See Hunted, 
  pages 78-79.
  NCM:  Normal Characteristic Maxima 
  (q.v.).
  NND:  A No Normal Defense attack; an 
  attack with that Advantage. See page 64.
  Noncombat Movement:  Moving without 
  trying to present a diﬃ  cult target or seek-
  ing targets to attack so as to achieve higher 
  speeds. Characters using Noncombat 
  Movement are at ½ DCV, 0 OCV.
  Nonplayer Character:  A character played 
  by the GM, with whom Player Characters 
  interact.
  Nonresistant:  Normal Defenses (q.v.) 
  — defenses which do not protect against 
  Killing Damage.
  Nontargeting Sense:  A Sense which a 
  character cannot use to locate targets in 
  combat. Nontargeting Senses include Hear-
  ing, Smell, and Taste. See Targeting Sense.
  Normal Characteristic Maxima:  An upper 
  limit on the Characteristics of normal 
  humans in Heroic campaigns. Beyond this 
  limit they must pay double to increase 
  their Characteristics. See page 16.
  Normal Damage:  Th e damage done by 
  most attacks, including Energy Blasts, ﬁ sts, 
  clubs, and the like. To determine it, roll the 
  dice. Th e total on the dice is the amount 
  of STUN the target takes. Th e BODY is 
  determined by looking at the numbers 
  rolled:  every 1 rolled does 0 BODY, every 
  2-5 rolled does 1 BODY, and every 6 rolled 
  does 2 BODY. (Th us, the number of BODY 
  done is usually close to the number of dice 
  rolled.)  Normal Damage is aﬀ ected by 
  both Normal and Resistant Defenses. See 
  page 97.
  Normal Defenses:  Defenses which protect 
  against Normal Damage, but not against 
  Killing Damage. See pages 97-98.
  NPC:  Nonplayer Character.
  OAF:  Obvious Accessible Focus, a type of 
  Limitation. See page 69.
  OCV:  Oﬀ ensive Combat Value. See CV.
  OECV:  Oﬀ ensive Ego Combat Value. See CV.
  OIF:  Obvious Inaccessible Focus, a type of 
  Limitation. See page 69.
  OIHID:  Only In Heroic Identity, a Limita-
  tion which simulates a Power which only 
  works when the character is in a speciﬁ c 
  identity or form. See page 71.
  PC:  Player Character (q.v.).
  PD:  Physical Defense, a Characteristic.
  PER Roll:  Perception Roll, a roll made to 
  see if a character perceives something with 
  one of his Senses. A character’s base PER 
  Roll is (9+(INT/5)) or less. See page 86.
  Phase:  A Segment (q.v.) on which a char-
  acter can perform an Action. A character’s 
  SPD determines his Phases. See page 87, 
  and also Full Phase, Half Phase, and Zero-
  Phase Action.
  Player Character:  A character created by, 
  and whose actions are controlled by, one of 
  the players.
  Post-Segment 12:  A period between Turns 
  which takes no time. Aft er each Segment 
  12, a Turn ends, and in the Post-Segment 
  12 period before the next Turn begins, 
  characters automatically get to take Recov-
  eries. See page 100.
  Power:  When capitalized (Power), this 
  term signiﬁ es a game element described on 
  pages 34-61. Characters purchase Powers 
  with Character Points and use them to 
  build powers (not capitalized) — any 
  superhuman or unusual ability a character 
  may possess. Characters also use Powers 
  
  124 ■ Appendix
  Hero System 5th Edition
  to build equipment and (in Heroic cam-
  paigns) minor special abilities.
  Power Framework:  Power Modiﬁ ers which 
  change the way a character’s Powers are 
  grouped, structured, and/or bought. Th e 
  Power Frameworks are Elemental Controls 
  (ECs) and Multipowers (MPs). See page 72.
  PRE:  Presence, a Characteristic. See page 17.
  Primary Characteristics:  See Characteristics.
  PS:  Professional Skill. See page 28.
  Ranged Combat:  Combat which takes 
  place at any distance beyond HTH Combat 
  range and involves the use of ranged 
  attacks such as ﬁ rearms, energy bolts, 
  arrows, or thrown knives.
  Range Modiﬁ er:  A penalty to an Attack 
  Roll which represents how much more dif-
  ﬁ cult it is to hit targets far away from you. 
  Th e further away you are from a target, the 
  greater the Range Modiﬁ er (and thus the 
  worse the penalty). Th e Range Modiﬁ er 
  also applies to PER Rolls. See page 92.
  Real Points:  Th e ﬁ nal cost of a power aft er 
  all Advantages and Limitations are applied 
  — the actual number of points the charac-
  ter spends to buy the power. For example, 
  an Energy Blast 8d6 bought with the Limi-
  tation OAF costs 20 Real Points (a base of 
  40 Active Points, subject to a -1 Limita-
  tion). Also referred to as Real Cost.
  Recovery:
  1. A Characteristic (REC) which mea-
  sures how fast a character Recovers 
  from taking damage. See page 18.
  2. An Action in which a character gets 
  back his REC worth of STUN and 
  END. All characters get an automatic 
  Recovery in Post-Segment 12. Th is 
  is also called “taking a Recovery.” See 
  page 100.
  Resistant Defenses:  Defenses which pro-
  tect against Killing Damage. See Killling 
  Damage, Normal Defenses.
  RKA:  Ranged Killing Attack (a Power).
  RSL:  Range Skill Levels. See page 28.
  Segment:  Th e smallest unit of time in the 
  game, equal to 1 second. Th ere are 12 Seg-
  ments in a Turn. A Segment on which a 
  character can act is one of that character’s 
  Phases (q.v.).  See page 87.
  Skill:  A learned ability or body of knowl-
  edge which the character possesses. Exam-
  ples include the ability to pick locks, drive a 
  car, or know all about literature. Characters 
  purchase Skills with Character Points.
  Skill Versus Skill Contest:  A method for 
  resolving competing actions. Th e character 
  taking action makes a Skill Roll, and if he 
  succeeds, the character opposing him has a 
  -1 to his Skill Roll for every 1 point the ﬁ rst 
  character made his roll by. See page 22.
  Slot:  One of the powers within a Power 
  Framework. For example, a Multipower 
  with Energy Blast, Killing Attack, Flight, 
  and Force Field has four slots, one with 
  each power.
  SPD:  Speed, a Characteristic. See page 18.
  Special Effects:  Th e deﬁ ning features 
  of a power or maneuver, chosen by the 
  player. Special eﬀ ects determine how a 
  power or maneuver is used, what Advan-
  tages and Limitations it has, and so forth. 
  Examples of special eﬀ ects include Fire, 
  Weather, Sound, Gadget, Mutant Powers, 
  Cosmic Energy, or Electricity. An Energy 
  Blast deﬁ ned as projecting a bolt of 
  ﬂ ame at the target would have a Fire spe-
  cial eﬀ ect. See page 34.
  SS:  Science Skill. See page 28.
  Stunned:  A character becomes Stunned 
  when he takes more STUN damage from 
  a single attack than he has points of CON. 
  See page 99.
  STR:  Strength, a Characteristic. See pages 
  16-17.
  Superheroic:  General term for campaigns 
  in which the player characters are primar-
  ily superhuman, having not only Skills, 
  Perks, and Talents, but overt superhuman 
  abilities bought with Powers. See page 14.
  Taking A Recovery:  See Recovery.
  Talents:  Weird and unusual abilities which 
  some characters possess. Examples include 
  Ambidexterity, Eidetic Memory, and Per-
  fect Pitch. See pages 32-33.
  Targeting Sense:  A Sense which a character 
  can use to detect the exact location of tar-
  gets in combat (and therefore attack them 
  at no penalty). For normal humans, Sight is 
  the only Targeting Sense. See page 86.
  TF:  Transport Familiarity, the Skill of driv-
  ing or piloting various types of vehicles. 
  See page 30.
  Time Chart:  A chart in the game used to 
  determine the eﬀ ects of powers and abili-
  ties which work over long periods of time. 
  See page 22.
  Turn:  A unit of time in the game equal to 
  12 seconds. Each second is called a Seg-
  ment. See page 87.
  Value:  Th e number deﬁ ning a Characteris-
  tic or Advantage.
  WF:  Weapon Familiarity, the Skill of using 
  various types of weapons. See page 30.
  Zero-Phase Action:  An Action which takes 
  so little time that it can be performed at 
  the beginning a Phase or aft er a character 
  makes a Half Phase Action, but not aft er 
  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.
  
  125 
  Sidekick
  If you’re looking for the deﬁ nition of a term 
  or abbreviation, you should also check the 
  Glossary on page 122.
  Aborting an Action ................................. 89
  Absolute Time Sense (Talent) ................ 32
  Accelerating .............................................. 40
  Accidental Change (Disadvantage) ....... 76
  Acrobatics (Skill) ..................................... 24
  Acting (Skill) ............................................ 24
  Actions ................................................ 88-89
  Actions Which Take No Time ............... 88
  Activation Roll (Limitation) .................. 68
  Active Sonar (Power) 48
  Adjustment Powers ........................... 37-38
  Advantages ............................................... 62
  Adventuring ..................................... 86-104
  Aﬀ ects Desolidiﬁ ed (Advantage) .......... 63
  Aid (Power) 45
  Always On (Limitation) .......................... 68
  Ambidexterity (Talent) ........................... 32
  Animal Handler (Skill) ........................... 24
  Area Of Eﬀ ect (Advantage) .................... 63
  Area Of Eﬀ ect Attack 
  (Combat Modiﬁ er) ............................... 92
  Armor (Power)  ....................................... 45
  Armor (worn) ........................................115
  Armor Piercing (Advantage) ................. 63
  Astral Portal (example power) ............... 50
  Attack Action ..................................... 88-89
  Attack Powers ........................................... 38
  Attack Rolls ........................................ 90-91
  Autoﬁ re (Advantage) .............................. 63
  Autoﬁ re (Combat Modiﬁ er) ............. 92-93
  Based On Ego Combat Value 
  (BOECV) (Advantage) ......................... 64
  Basic rules and concepts ........................... 6
  Become Insect Size (example power) ... 59
  Belzorath’s Spell Of Waking Dreams 
  (example power) .................................119
  Benchmarks for Characteristics ...... 19-20
  Berserk (Disadvantage) .......................... 78
  Blaster Pistol (example power) .............. 48
  Blaster Riﬂ e (example power) ................ 48
  Blindness ................................................... 86
  Block (Combat Maneuver) ..................... 94
  Body (BODY) (Characteristic) ........ 17, 99
  Body-Aﬀ ecting Powers ........................... 38
  Boots Of Spider Climbing 
  (example power) ................................... 46
  Boxing (Martial Arts style) ..................... 96
  Brace (Combat Maneuver) ..................... 94
  Breakfall (Skill) ........................................ 24
  Breaking things ......................................107
  Breakout Rolls for Mental Powers ......... 40
  Breathe Underwater (Power)  ................ 55
  Bribery (Skill) ........................................... 24
  Brotherhood Of Taramak’s Mental 
  Bond (example power) ......................... 57
  Bugging (Skill) ......................................... 24
  Bump of Direction (Talent) ................... 32
  Bureaucratics (Skill) ................................ 24
  Calculations ................................................ 6
  Calculations Tables .................................. 66
  Caution Sign ............................................. 34
  Change Environment (Power)  .............. 45
  Character creation ............................. 13-84
  Character creation soft ware ..................... 5
  Character Points ...................................... 14
  Character sheet example ............. 9-12, 127
  Characteristic Rolls ................................. 16
  Characteristics ................................... 16-20
  Characteristics (Power)  ......................... 45
  Charges (Advantage) ............................... 64
  Charges (Limitation) ............................... 68
  Charm Others Spell (example power) .. 56
  Chemicals, eﬀ ects of ..............................106
  Choke Hold (Martial Maneuver) .27, 95-96
  Clairsentience (Power)  .......................... 46
  Climbing (Skill) ....................................... 24
  Clinging (Power) ..................................... 46
  Combat ............................................. 86-104
   Example of combat ....................... 102-04
   Time ........................................................ 87
  Combat Driving (Skill) ........................... 24
  Combat Maneuvers ........................... 94-96
  Combat Modiﬁ ers ............................. 92-94
  Combat Movement ................................. 40
  Combat Piloting (Skill) ........................... 25
  Combat Sense (Talent) ............................ 32
  Combat sequence .............................. 90-91
  Combat Skill Levels (Skill) ..................... 25
  Combat Value ..................................... 90-91
  Comeliness (COM) (Characteristic) ..... 17
  Complementary Skills ............................. 22
  Computer Programming (Skill) ............ 25
  Concealment (Combat Modiﬁ er) .......... 93
  Concealment (Skill) ................................ 25
  Concentration (Limitation) ................... 69
  Constant Powers ...................................... 36
  Constitution (CON) 
  (Characteristic) ............................... 17, 99
  Contact (Perk) .......................................... 31
  Continuous (Advantage) ........................ 64
  Contortionist (Skill) ................................ 25
  Conversation (Skill) ................................ 25
  Costs Endurance (Limitation) ............... 69
  Criminology (Skill) ................................. 25
  Cryptography (Skill) ............................... 26
  Crystal Ball (example power) ................ 46
  Cupid’s Dart (example power) ............... 56
  Cyberware, creating ................................. 74
  Damage Class ........................................... 97
  Damage, determining and taking .... 97-99
  Damage Resistance (Power) 46
  Damage Shield (Advantage) ................... 64
  Danger Sense (Talent) ............................. 32
  Darkness (Power)  ................................... 46
  DCV .......................................................... 91
  Deafness .................................................... 86
  Death ......................................................... 99
  Decelerating ............................................. 40
  Deduction (Skill) ..................................... 26
  Defender (example character) ...102-04, 117
  Defense (DEF) (Characteristic 
  for objects) ............................................. 19
  Defense Powers ........................................ 39
  Defensive Strike (Martial 
  Maneuver) .................................. 27, 95-96
  Delayed Return Rate (Advantage) ......... 38
  Demolitions (Skill) .................................. 26
  Density Increase (Power)  ...................... 47
  Dependence (Disadvantage) .................. 77
  Dependent NPC (Disadvantage) ........... 77
  Desolidiﬁ cation (Power)  ........................ 47
  Detect (Power)  ........................................ 49
  Detect Magic Spell (example power) .... 49
  Determining damage ........................ 97-99
  Dexterity (DEX) (Characteristic) .......... 17
  Dice, what to roll .............................. 6, 7, 90
  Diminished Eating (Power)  .................. 55
  Diminished Sleep (Power)  ..................... 55
  Disadvantages
   Generally .......................................... 76-81
   By campaign type .................................. 14
   Money as ................................................ 31
  Disarm (Combat Maneuver) ................. 94
  Discriminatory (Sense Modiﬁ er) .......... 49
  Disguise (Skill) ......................................... 26
  Dispel (Power)  ........................................ 47
  Dispel Magic Spell (example power) .... 47
  Distinctive Features (Disadvantage) ...77-78
  Dodge (Combat Maneuver) ................... 94
  Double Jointed (Talent) .......................... 32
  Dracoform Amulet (example power) ... 58
  Drain (Power)  ......................................... 47
  Drowning ................................................100
  Duration Advantages (Advantage) ........ 64
  Duration of Powers ................................. 36
  ECV Attack Roll ................................. 39, 92
  Eﬀ ect Rolls for Mental Powers ............... 39
  Ego (EGO) (Characteristic) ................... 17
  Ego Attack (Power)  ................................. 47
  Eidetic Memory (Talent) ........................ 32
  Electricity, eﬀ ects of ...............................106
  Electronics (Skill) .................................... 26
  Elemental Control (Power Framework) . 72
  Encumbrance (Combat Modiﬁ er) ......... 93
  Endurance (END) 
  (Characteristic) ................... 18, 36-37, 89
  Endurance Limitations (Limitation) ..... 69
  Energy Barrier Bracers 
  (example power) ................................... 52
  Energy Blast (Power)  .............................. 48
  Energy Defense (ED) (Characteristic) .. 18
  Enhanced Hearing (Power)  ................... 48
  Enhanced Perception (Sense Modiﬁ er) ... 49
  Enhanced Radio (Power)  ....................... 48
  Enhanced Senses (Power)  ..................... 48
  Enhanced Sight (Power)  ........................ 48
  Enraged (Disadvantage) ......................... 78
  Entangle (Power)  .................................... 50
  Environment, generally ............. 93, 106-07
  Environmental Conditions 
  (Combat Modiﬁ er) ............................... 93
  Environmental Movement (Talent) ...... 32
  Equipment ........................................ 109-15
  Everyman Skills ....................................... 22
  Example of combat .......................... 102-04
  Example Powers ........45-61, 74-75, 119-21
  Experience Points .................................... 81
  Explosion (Advantage) ........................... 64
  Explosion (Combat Modiﬁ er) ............... 92
  Explosives ...............................................114
  Extra Damage Classes 
  (Martial Arts) ............................ 27, 95-96
  Extra Limbs (Power)  .............................. 50
  Extra Time (Limitation) ......................... 69
  Extra-Dimensional Movement (Power) 50
  Falling, eﬀ ects of ....................................106
  Fast Draw (Skill) ...................................... 26
  Faster-Th an-Light (FTL) Travel 
  (Power)  .................................................. 51
  Fencing (Martial Arts style) ................... 96
  Figured Characteristics ........................... 18
  Fingertip Blades (example power) ........ 74 
  Fire, eﬀ ects of .........................................106
  Fire Flare Blast (example power) ........... 48
  Firearms ............................................ 112-15
  Fireball (example power) ......................119
  Firebrand (example character) .......... 9-12
  Flash (Power)  .......................................... 51
  Flash Defense (Power)  ........................... 51
  Flight (Power)  ......................................... 51
  Focus (Limitation) ................................... 69
  Follower (Perk) ........................................ 31
  Force Field (Power)  ................................ 51
  Force Wall (Power)  ................................. 52
  Forensic Medicine (Skill) ........................ 26
  Forgery (Skill) .......................................... 26
  Fringe Beneﬁ t (Perk) ............................... 31
  Full-Phase Action .................................... 88
  Gambling (Skill) ...................................... 26
  Game scale ............................................ 6, 87
  Gas Mask (example power) .................... 55
  Gestures (Limitation) .............................. 70
  Glider Cape (example power) ................ 52
  Gliding (Power)  ...................................... 52
  Glossary ..................................................122
  Glue Grenade (example power) ............. 50
  Grab (Combat Maneuver) ...................... 94
  Growth (Power)  ...................................... 52
  Guns .................................................. 112-15
  Half Phase Action .................................... 88
  Hand-to-Hand Attack (HA) (Power)  ... 53
  Haymaker (Combat Maneuver) ............ 95
  Healing (Power)  ...................................... 53
  Healing damage (STUN and BODY) ..100
  Healing-Spell (example power) ............. 75
  Height, standard ........................................ 6
  Hero Designer (character 
  creation soft ware) ................................... 5
  HERO System resources ............................ 5
  Heroic campaigns .................................... 14
  Heroic maximum values for 
  Characteristics ....................................... 16
  Hexes ..................................................... 6, 87
  High Range Radio Perception (HRRP) 
  (Power)  .................................................. 48
  High Society (Skill) ................................. 26
  Holding an Action ................................... 89
  Holding one’s breath ..............................100
  Hunted (Disadvantage) ..................... 78-79
  Hyper-Running (example power) ......... 59
  Icy Prison (example power) ................... 75
  Illusionary Duplicate Spell 
  (example power) ................................... 54
  Images (Power)  ....................................... 54
  Immunity (Power)  .................................. 55
  Incantations (Limitation) ....................... 70
  Inches .................................................... 6, 87
  Increased Arc Of Perception 
  (Sense Modiﬁ er) .................................... 49
  Increased Endurance Cost (Limitation) ...69
  Increased Maximum Range 
  (Advantage) ........................................... 65
  Infrared Vision (Power)  ......................... 48
  Initiative .............................................. 87, 89
  Injury ......................................................... 99
  Instant Powers .......................................... 36
  Intelligence (INT) (Characteristic) ....... 17
  Interrogation (Skill) ................................ 26
  Introduction ............................................... 5
  Inventor (Skill) ......................................... 26
  Invisibility (Power)  ................................. 54
  Invisible Power Eﬀ ects (Advantage) ..... 64
  Jezric’s Spell Of True Seeming 
  (example power) .................................119
  Jujutsu (Martial Arts style) ..................... 96
  Karate (Martial Arts style) ...................... 96
  Khelred’s Flammifer (example power) ...120
  Killing Attack (Hand-To-Hand) 
  (Power)  .................................................. 54
  Killing Attack (Ranged) (Power)  .......... 55
  Killing Damage ........................................ 97
  Killing Strike (Martial 
  Maneuver) .................................. 27, 95-96
  Knockback ................................................ 99
  Knockback Resistance (Power)  ............. 55
  Knockout .................................................. 99
  Knowledge Skill (Skill) ........................... 26
  Kung Fu (Martial Arts style) .................. 96
  Language (Skill) ....................................... 27
  Laser Bolt Eyes (example power) .......... 36
  Laser Pistol (example power) ................. 55
  Leaping ................................................ 16-17
  Leaping (Power)  ...................................... 55
  Legsweep (Martial Maneuver) ... 27, 95-96
  Life Support (Power)  .............................. 55
  Light Blast (example power) .................. 51
  Lightning Bolt Spell (example power) .. 48
  Lightning Calculator (Talent) ................ 32
  Lightsleep (Talent) ................................... 33
  Limitations ............................................... 67
  Limited Power (Limitation) ................... 70
  Limited Range (Limitation) ................... 71
  Line Of Sight ............................................ 39
  Linked (Limitation) ................................. 70
  SIDEKICK INDEX
  
  126 ■ Appendix
  Hero System 5th Edition
  Lipreading (Skill) ..................................... 27
  Lockgun (example power) ..................... 59
  Lockpicking (Skill) .................................. 27
  Longevity (Power)  .................................. 55
  Luck (Power)  ............................................. 5
  Magehand (example power) .................. 75
  Martial Arts (Skill) ............................ 27, 96
  Martial Block (Martial 
  Maneuver) .................................. 27, 95-96
  Martial Disarm (Martial 
  Maneuver) .................................. 27, 95-96
  Martial Dodge (Martial 
  Maneuver) .................................. 27, 95-96
  Martial Escape (Martial 
  Maneuver) .................................. 27, 95-96
  Martial Grab (Martial 
  Maneuver) .................................. 27, 95-96
  Martial Maneuvers ...................... 27, 95-96
  Martial Strike (Martial 
  Maneuver) .................................. 27, 95-96
  Martial Th row (Martial 
  Maneuver) .................................. 27, 95-96
  Mechanics (Skill) ..................................... 27
  Melee weapons ................................. 112-15
  Mental Awareness (Power)  .................... 48
  Mental Combat ........................................ 92
  Mental Defense (Power)  ........................ 56
  Mental Illusions (Power)  ....................... 56
  Mental Powers .......................................... 39
  Microscopic Vision (Power)  .................. 49
  Mimicry (Skill) ........................................ 27
  Mind Control (Power)  ........................... 56
  Mind Link (Power)  ................................. 57
  Mind Scan (Power)  ................................ 57
  Mind-Blast (example power) ................. 47
  Mind-Reading (example power) ........... 60
  Mindscapes (example power) ................ 56
  Mindseeking (example power) .............. 57
  Modiﬁ ers for Skills .................................. 21
  Mole Machine (example power) ............ 61
  Money (Perk) ........................................... 31
  Move By (Combat Maneuver) ............... 95
  Move Th rough (Combat Maneuver) ..... 95
  Movement, basic ...................................... 16
  Movement Powers ................................... 40
  Multiform (Power)  ................................. 58
  Multipower (Power Framework) ..... 72-73
  Muscle Graft s (example power) ............. 74
  Mystic Bolt (example power) ................. 75
  Navigation (Skill) ..................................... 27
  Nerve Strike (Martial 
  Maneuver) .................................. 27, 95-96
  Nightvision (Power)  ............................... 49
  No Normal Defense (NND) 
  (Advantage) ........................................... 64
  No Range (Limitation) ............................ 71
  No Range Modiﬁ er (Advantage) ........... 65
  Noncombat Movement ........................... 40
  Nontargeting Senses ................................ 86
  Normal Characteristic Maxima ............. 16
  Normal Damage ...................................... 97
  Objects, breaking ...................................107
  Obscuring Fog Spell (example power) .....45
  OCV .......................................................... 91
  Oﬀ  Hand (Combat Modiﬁ er) ................ 93
  Oﬀ ensive Strike (Martial 
  Maneuver) .................................. 27, 95-96
  Only In Heroic Identity (Limitation) .... 71
  Oratory (Skill) .......................................... 27
  Paramedics (Skill) .................................... 27
  Perception Rolls ....................................... 86
  Perfect Pitch (Talent) .............................. 33
  Perquisites (Perks) ................................... 31
  Persistent (Advantage) ............................ 64
  Persistent Powers ..................................... 36
  Personal Immunity (Advantage) ........... 64
  Persuasion (Skill) ..................................... 27
  Phantasmic Form (example power) ...... 47
  Phase (time measurement) .................... 87
  Physical Defense (PD) (Characteristic) ....18
  Physical Limitation (Disadvantage) ...... 79
  Power (Skill) ............................................. 28
  Power Categories ............................... 37-41
  Power Defense (Power)  ......................... 59
  Power Frameworks .................................. 72
  Power Staﬀ  (example power) ................. 75
  Powers ................................................. 34-61
  Powers Reference Tables ................... 42-44
  Presence (PRE) (Characteristic) ....17, 101
  Primary Characteristics .................... 16-17
  Professional Skill (Skill) .......................... 28
  Protection From Fire (example power) .. 51
  Protection From Fire (example spell) ....120
  Psi-Shield Helmet (example power) ..... 56
  Psychic Agony (example power) ........... 74
  Psychic Invisibility (example power) .... 74
  Psychokinesis (example power) ............. 60
  Psychokinetic Blast (example power) ... 74
  Psychological Limitation 
  (Disadvantage) ...................................... 79
  Pulsar (example character) ..... 102-04, 118
  Quench Flame (example power) .........120
  Questionite Claws (example power) ..... 55
  Radar (Power)  ......................................... 48
  Radio Perception/Transmission 
  (Power)  .................................................. 48
  Randall Irons (example character) .. 82-84
  Range (Sense Modiﬁ er) .......................... 49
  Range Advantages (Advantage) ............. 65
  Range Based On STR (Limitation) ....... 71
  Range Limitations (Limitation) ............. 71
  Range Modiﬁ er ........................................ 92
  Range of Powers ...................................... 36
  Range Skill Levels (Skill) ........................ 28
  Ranged (Advantage) ................................ 65
  Reaction-Enhancing Drug 
  (example power) ................................... 45
  Recovery (REC) (Characteristic) ..18, 100
  Reduced Endurance (Advantage) .......... 65
  Reﬂ ex Enhancement (example power) .....74
  Reputation (Disadvantage) .................... 79
  Requires A Skill Roll (Limitation) ......... 71
  Resistance (Talent) .................................. 33
  Riding (Skill) ............................................ 28
  Rivalry (Disadvantage) ........................... 80
  Rounding .................................................... 6
  Rules summary .......................................... 6
  Running (Power)  .................................... 59
  Sacriﬁ ce Th row (Martial 
  Maneuver) .................................. 27, 95-96
  Safe Environment (Power)  .................... 55
  Scale of the game ................................. 6, 87
  Science Skill (Skill) .................................. 28
  Security Systems (Skill) .......................... 28
  Seduction (Skill) ...................................... 28
  Segment (time measurement) ................ 87
  Self-Contained Breathing (Power)  ....... 55
  Sense (Sense Modiﬁ er) ........................... 49
  Sense Groups ............................................ 86
  Sense-Aﬀ ecting Powers .......................... 40
  Senses .................................................. 48, 86
  Sensory Powers ........................................ 41
  Set (Combat Maneuver) ......................... 96
  Shadow Zone (example power) ............. 46
  Shadowing (Skill) .................................... 29
  Shields .....................................................115
  Shrinking (Power)  .................................. 59
  Side Eﬀ ects (Limitation) ......................... 71
  Sights (for ﬁ rearms) ..............................115
  Size Powers ............................................... 41
  Skill Levels (Skill) .................................... 29
  Skill Rolls .................................................. 21
  Skills .................................................... 21-30
  Skills (Power)  .......................................... 59
  Sleight of Hand (Skill) ............................ 29
  Slippery Ice Sheet (example power) ...... 45
  Social Limitation (Disadvantage) .......... 80
  Soft ware, character creation ..................... 5
  Special eﬀ ects ..................................... 34-36
  Special Powers .......................................... 41
  Speed (SPD) (Characteristic) ........... 18, 87
  Speed Chart .............................................. 87
  Speed Reading (Talent) ........................... 33
  Spell Of Diminished Magic 
  (example power) ................................... 59
  Spell Of Paralysis (example power) ....... 50
  Spell Of Petriﬁ cation (example power) .... 61
  Spells, creating ..................................75, 119
  Spending Character Points ............... 14-15
  Standard Powers ...................................... 41
  Stealth (Skill) ............................................ 29
  Stealth Suit (example power) ................. 55
  Stelrane’s Spell Of Dispersion 
  (example power) .................................120
  Stop Sign ................................................... 34
  STR Minimum (for weapons) ..............115
  Streetwise (Skill) ...................................... 29
  Strength (STR) (Characteristic) ....... 16-18
  Strength Boost Pill (example power) .... 45
  Stretching (Power)  .................................. 59
  Strike (Combat Maneuver) .................... 96
  Stun (STUN) (Characteristic) .......... 18, 99
  Stunning ................................................... 99
  Summary of rules ...................................... 6
  Super-Tough Skin (example power) ..... 46
  Superheroic campaigns ........................... 14
  Suppress (Power)  .................................... 59
  Surprised (Combat Modiﬁ er) ................ 93
  Surprise Move (Combat Modiﬁ er) .. 93-94
  Survival (Skill) ......................................... 29
  Susceptibility (Disadvantage) ................ 80
  Swimming (Power)  ................................. 60
  Swinging (Power)  ................................... 60
  Systems Operation (Skill) ....................... 29
  Tactics (Skill) ............................................ 29
  Taking damage ................................... 97-99
  Talents ....................................................... 32
  Target Size (Combat Modiﬁ er) .............. 94
  Targeting Sense (Sense Modiﬁ er) .......... 49
  Targeting Senses ................................ 49, 86
  Telekinesis (Power)  ................................ 60
  Telepathy (Power)  ................................... 60
  Teleportation (Power)  ............................ 60
  Teleportation Chamber (example 
  power) .................................................... 60
  Telescopic (Sense Modiﬁ er) ................... 50
  Th ermovision Goggles (example 
  power) .................................................... 49
  Th rowing things ................................. 16-18
  Time Chart ............................................... 22
  Tracking (Skill) ........................................ 29
  Tracking Smell (Power)  ......................... 49
  Trading (Skill) .......................................... 29
  Transfer (Power)  ..................................... 61
  Transform (Power)  ................................. 61
  Transport Familiarity (Skill) .................. 30
  Tunneling (Power)  .................................. 61
  Turn (time measurement) ...................... 87
  Ultimate Disguise (example power) ...... 58
  Ultrasonic Hearing (Power)  .................. 48
  Ultraviolet Vision (Power)  ..................... 49
  Uncontrolled (Advantage) ...................... 65
  Unfamiliar Weapon (Combat 
  Modiﬁ er) ................................................ 94
  Universal Translator (Talent) ................. 33
  Unluck (Disadvantage) ........................... 81
  Upgrading to the full HERO System ....... 5
  Valerius the Harper (example 
  character) ....................................... 119-21
  Valerius’s Sparklings (example power) ....120
  Variable Eﬀ ect (Advantage) ................... 37
  Vehicles ............................................. 109-11
  Ventriloquism (Skill) ............................... 30
  Visibility of Powers .................................. 36
  Visible (Limitation) ................................. 71
  Vulnerability (Disadvantage) ................. 81
  Weakness Darts (example power) ......... 47
  Weapon Element 
  (Martial Arts) ............................ 27, 95-96
  Weapon Familiarity (Skill) ..................... 30
  Weapons ........................................... 112-15
  Weaponsmith (Skill) ............................... 30
  Weather Control (example power) ....... 35
  Weight, standard ........................................ 6
  Werewolf Form (example power) ......... 58
  Wind Manipulation (example power) .....60
  Wings (example power) .......................... 51
  Wizard’s Flight Spell (example power) ....51
  Wizard’s Power (example power) ........121
  Wizard’s Shield (example power) ........121
  Wrestling (Martial Arts style) ................ 96
  X-Ray Vision (example power) .............. 75
  X-Ray Vision (Power)  ............................ 49
  Zero-Phase Action ................................... 88
  
  127 
  Sidekick
  Character Name: ________________________________________________
  Alternate Identities: _______________________________________________
  Player Name: ___________________________________________________
   
  Val Char 
  Base 
  Cost 
  Points 
  Roll Notes
   
  ___ STR 
  10 
  x1 
  ___ 
  ___ 
  HTH damage ____d6 Lift _____  END (__)
   
  ___ DEX 
  10 
  x3 
  ___ 
  ___ 
  OCV (DEX/3) _____ 
  DCV (DEX/3) _____
   
  ___ CON 
  10 
  x2 
  ___ 
  ___
   
  ___ BODY 
  10 
  x2 
  ___ 
  ___
   
  ___ INT 
  10 
  x1 
  ___ 
  ___ 
  Perception Roll _____
   
  ___ EGO 
  10 
  x2 
  ___ 
  ___ 
  Base ECV (EGO/3) _____
   
  ___ PRE 
  10 
  x1 
  ___ 
  ___ 
  Base Presence Attack _____d6
   
  ___ COM 
  10 
  x1/2 
  ___ 
  ___
   
  ___ PD 
  (STR/5) 
  x1 
  ___ 
   
  Resistant PD _____ Total PD _____
   
  ___ ED 
  (CON/5) 
  x1 
  ___ 
   
  Resistant ED _____ Total ED _____
   
  ___ SPD 
  1+ (DEX/10) 
  x10 
  ___ 
   
  Phases: 1  2  3  4  5  6  7  8  9  10  11  12
   
  ___ REC 
  (STR/5)+(CON/5) 
  x2 
  ___
   
  ___ END 
  (CON x 2) 
  x1/2 
  ___
   
  ___ STUN BODY+(STR/2)+(CON/2) x1 
  ___ 
  ___ 
   Total Characteristics Points
  CHARACTERISTICS
  EXPERIENCE POINTS
  Total earned 
   ___________
  Spent 
   ___________
  Unspent 
   ___________
  Base Points 
   ___________
  Disadvantage points  ___________
  MOVEMENT
  Type 
   
  Combat NonCom
  Run (6”)  
   ______  ______
  Swim (2”) 
   ______  ______
  H. Leap ( ___”)  ______  ______
  V. Leap ( ___”)  ______  ______
  ___________  ______  ______
  ___________  ______  ______
  ___________  ______  ______
  Movement SFX  ______________
  Movement SFX  ______________
  COMBAT INFORMATION
  Base OCV  ___  Base DCV 
  ____
  Adjustments +/-  Adjustment +/-
  ________   ___   ________ ____
  ________   ___   ________ ____
  Total OCV   ___  Total DCV  ____
  Combat Skill Levels  ____________
  ____________________________
  ____________________________
  RANGE MODIFIER
  Range 0-4 
  5-8 
  9-16 17-32 33-64 65-128
  RMOD 
  0 
  -2 
  -4 
  -6 
  -8 
  -10
  COMBAT MANEUVERS
  Maneuver Phase OCV DCV 
  Effect
  Block 
  ½ 
  +0 
  +0 
  Block, abort
  Brace 
  0 
  +2 
  1/2 
  +2 vs. Range Mod.
  Disarm 
  ½ 
  -2 
  +0 
  Can disarm
  Dodge 
  ½ 
  — 
  +3 
  Abort, vs. all attacks
  Grab 
  ½ 
  -1 
  -2 
  Grab two limbs
  Haymaker 
  ½ 
  +0 
  -5 
  +4 DC, +1 Segment
  Move By 
  ½ 
  -2 
  -2 
  STR/2 + v/5
  Move Through ½ 
  -v/5 
  -3 
  STR + v/3
  Set 
  1 
  +1 
  +0 
  Ranged attacks only
  Strike 
  ½ 
  +0 
  +0 
  STR or weapon
  _________   ___   ___   ___   ______________
  _________   ___   ___   ___   ______________
  _________   ___   ___   ___   ______________
  _________   ___   ___   ___   ______________
  _________   ___   ___   ___   ______________
  ATTACKS
  Primary attack power ________________   _____d6
  Secondary attack power ______________   _____d6
  Tertiary attack power ________________   _____d6
  Attack SFX  ________________________________
  Other attack SFX  ___________________________
  DEFENSES
   
  Amount 
  Defense SFX
  Physical Defense 
   ______   ____________
  Resistant Physical Defense  ______   ____________
  Energy Defense 
   ______   ____________
  Resistant Energy Defense  ______   ____________
  Mental Defense 
   ______   ____________
  Flash Defense (________)  ______   ____________
  Power Defense 
   ______   ____________
  Other: _____________ 
   ______   ____________
  Other: _____________ 
   ______   ____________
  DAMAGE AND CHARGE TRACKER
  STUN ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑
   
  ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑
  END ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ 
   
  ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑
  BODY ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ CHARGES ❑❑❑❑ ❑❑❑❑ ❑❑❑❑
  CHARGES ❑❑❑❑ ❑❑❑❑ ❑❑❑❑ ❑❑❑❑ ❑❑❑❑ CHARGES ❑❑❑❑ ❑❑❑❑ ❑❑❑❑ ❑❑❑❑ ❑❑❑❑
  NOTES
  HERO SYSTEM FIFTH EDITION
  
  128 ■ Appendix
  Hero System 5th Edition
  CHARACTER INFORMATION
  Character name  ___________________
  Height  _________  Weight  __________
  Hair color _______  Eye color  ________
  CAMPAIGN INFORMATION
  Campaign name  ___________________
  Genre  ____________________________
  Gamemaster _______________________
  SKILLS, PERKS, AND TALENTS
   Cost Name 
  Roll
    ___   _______________________  ____
    ___   _______________________  ____
    ___   _______________________  ____
    ___   _______________________  ____
    ___   _______________________  ____
    ___   _______________________  ____
    ___   _______________________  ____
    ___   _______________________  ____
    ___   _______________________  ____
    ___   _______________________  ____
    ___   _______________________  ____
    ___   _______________________  ____
    ___   _______________________  ____
    ___   _______________________  ____
    ___   _______________________  ____
    ___   _______________________  ____
    ___   _______________________  ____
    ___   _______________________  ____
    ___   _______________________  ____
    ___   _______________________  ____
    ___   _______________________  ____
    ___   _______________________  ____
    ___   _______________________  ____
    ___   _______________________  ____
    ___   _______________________  ____
    ___   _______________________  ____
    ___   _______________________  ____
    ___   _______________________  ____
    ___   _______________________  ____
    ___   _______________________  ____
    ___   _______________________  ____
    ___   _______________________  ____
    ___   _______________________  ____
    ___   _______________________  ____
    ___   _______________________  ____
    ___   _______________________  ____
    ___   _______________________  ____
    ___  Total Skills, Perks, & Talents Cost
  POWERS AND EQUIPMENT
   Cost Name 
  Power/Equipment 
  END
    ___   _________________ 
   __________________________________________   _____
    ___   _________________ 
   __________________________________________   _____
    ___   _________________ 
   __________________________________________   _____
    ___   _________________ 
   __________________________________________   _____
    ___   _________________ 
   __________________________________________   _____
    ___   _________________ 
   __________________________________________   _____
    ___   _________________ 
   __________________________________________   _____
    ___   _________________ 
   __________________________________________   _____
    ___   _________________ 
   __________________________________________   _____
    ___   _________________ 
   __________________________________________   _____
    ___   _________________ 
   __________________________________________   _____
    ___   _________________ 
   __________________________________________   _____
    ___   _________________ 
   __________________________________________   _____
    ___   _________________ 
   __________________________________________   _____
    ___   _________________ 
   __________________________________________   _____
    ___   _________________ 
   __________________________________________   _____
    ___   _________________ 
   __________________________________________   _____
    ___   _________________ 
   __________________________________________   _____
    ___   _________________ 
   __________________________________________   _____
    ___   _________________ 
   __________________________________________   _____
    ___   _________________ 
   __________________________________________   _____
    ___   _________________ 
   __________________________________________   _____
    ___   _________________ 
   __________________________________________   _____
    ___   _________________ 
   __________________________________________   _____
    ___   _________________ 
   __________________________________________   _____
    ___   _________________ 
   __________________________________________   _____
    ___   _________________ 
   __________________________________________   _____
    ___   _________________ 
   __________________________________________   _____
    ___  Total Powers/Equipment Cost
  DISADVANTAGES
   Value Disadvantage 
  Roll
    ___   _______________________  ____
    ___   _______________________  ____
    ___   _______________________  ____
    ___   _______________________  ____
    ___   _______________________  ____
    ___   _______________________  ____
    ___   _______________________  ____
   Value Disadvantage 
  Roll
    ___   _______________________  ____
    ___   _______________________  ____
    ___   _______________________  ____
    ___   _______________________  ____
    ___   _______________________  ____
    ___   _______________________  ____
    ___  Total Disadvantages Value
  HERO SYSTEM FIFTH EDITION
  
SOURCE: textdata/thevault/Hero System/Hero System - Sidekick.pdf