TEXT: HERO System Rulesbook
  12
  CHECKLIST FOR
  CHARACTER CREATION:
  Now you know how many points you have to work with, so
  what do you do with them? The following list will walk you
  through the steps to spending the Character Points to create
  your character.
  1. Character Conception: see above.
  2. Package Deals: Some large organizations, like the mili-
  tary, have basic requirements for employees.  Characters
  in such organizations may wish to start by buying a
  Package Deal.  This may require the character to buy
  some Disadvantages, and always includes skills.  Not all
  characters will have Package Deals.  (See Package
  Deals).
  3. Characteristics: Buy Characteristics to match the char-
  acter conception.  If the character is immensely strong, he
  should buy up his STR; an agile acrobat would want a high
  DEX.  Check the skills; if the character has a lot of skills
  based on the same Characteristic, he should consider
  buying more of that Characteristic.  If the character is
  particularly poor at something, he should sell back some
  Characteristics below the starting values.
  4. Abilities: Choose the most important abilities for the
  character.  In heroic campaigns, this will include Skills,
  Perks, and perhaps Talents and Powers.  For superheroic
  campaigns, the character can usually buy all of these.
  The character should also choose a few Professional or
  Knowledge Skills that make the character unique, such as
  Wine Connoisseur, Old Earth Weapons, or Singing.
  These skills make the character more fun to play, and
  could be even useful someday.
  5. Disadvantages: What things are not perfect about the
  character? Does he have an old enemy, a police record,
  or chronic bad luck? Such Disadvantages help define the
  character and give him more points to buy Skills or
  Characteristics.  The character can buy Disadvantages
  up to the maximum allowed by the campaign.
  6. Balancing: The cost of the character may be more than
  the Base points + Disadvantage points.  Look at the
  character’s Characteristics; some of these may be sold
  back.  Downgrade less important skills to Familiarities.
  Remember that the character will be earning Experience
  Points to improve Skills and Characteristics.
  Alternately, a character may have points left over.  In
  this case, he can buy additional Skills or improve his
  Primary Characteristics.  He should reconsider the Disad-
  vantages, and eliminate any that are inappropriate.  He
  can even save the points, and then spend them when he
  thinks of something that is appropriate for the character.
  Such saved points should be treated identically to Expe-
  rience Points.
  7. Equipment: Determine what devices and equipment the
  character owns.  This is especially important in heroic
  campaigns; characters in superheroic campaigns have to
  spend Character Points for their equipment.
  8. GM Approval: Make sure the GM sees and approves of
  your character.  Since the HERO System rules are so
  flexible, it’s possible to build characters that can unbal-
  ance the game — making the game less enjoyable for
  other players.  The GM should disallow such characters
  and request that the player build a well-rounded character
  that will make the game fun for everyone.
  
  HERO System Rulesbook
   13
  All characters are described by a set of Characteristics.
  These Characteristics represent the natural attributes that a
  person has, such as strength, intelligence, or comeliness.
  Each Characteristic has a numerical value.  This shows how
  a character compares to other people in that Characteristic
  — whether a character is better or worse in that regard.
  Characteristics are something that every person has.  A child
  may have a Strength of 5, while a superhero has a Strength
  of 60, but they both have a Strength Characteristic.
  PRIMARY CHARACTERISTICS
  Every player character starts with a score of 10 in each
  Primary Characteristic.  These are often “bought up” with
  Character Points.  The following table lists the Primary
  Characteristics, how many Character Points it costs to raise
  each value by 1, and the maximum value a Characteristic
  normally reaches.  This maximum value is only appropriate
  in heroic campaigns; characters in superheroic campaigns
  do not have any Characteristic Maxima.
  Base
  Primary
  Cost
  Maximum
  Value
  Characteristic
  per pt.
  Value
  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)
  1/2
  20
  FIGURED CHARACTERISTICS
  A character is further defined by a series of Figured
  Characteristics.  The base values of these Characteristics
  are calculated from the character’s Primary Characteristics,
  but they may be raised or lowered independently of the
  Primary Characteristics, to reflect a character who is atypi-
  cally endowed.
  Base
  Figured
  Cost
  Maximum
  Value
  Characteristic
  per pt.
  Value
  (2)
  Physical Defense (PD)
  1
  8
  (2)
  Energy Defense (ED)
  1
  8
  (2)
  Speed (SPD)
  10
  4
  (4)
  Recovery (REC)
  2
  10
  (20)
  Endurance (END)
  1/2
  50
  (20)
  Stun (STUN)
  1
  50
  CHARACTERISTIC FORMULAS
  The formulas for Figured Characteristics appear here;
  they’re also listed on the Character Sheet for convenience.
  Physical Defense
  =
  (STR/5)
  Energy Defense
  =
  (CON/5)
  Speed
  =
  1 + (DEX/10)
  Recovery
  =
  (STR/5) + (CON/5)
  Endurance
  =
  2 x (CON)
  Stun
  =
  BODY + (STR/2) + (CON/2)
  Example: A character with a Strength of 20 will have a
  base Physical Defense of 4 (20 divided by 5 = 4).  If his
  Constitution is 15, then his base Energy Defense would
  be 3 (15 divided by 5 = 3).  With a STR of 20 and a CON
  of 15, he would have a base Recovery of 7 ((20 divided
  by 5) + (15 divided by 5) = 4 + 3 = 7).
  Example: Andarra has a BODY of 9, a Strength of 15,
  and a Constitution of 13.  Her Stun will be 9 + 15/2 + 13/
  2 = 9 + 8 + 7 = 24.
  MOVEMENT
  Each character can run at a certain velocity.  This is
  measured in “inches”.  Each inch equals 2 meters (see
  Combat and Adventuring).  All characters can run 6" (12 m)
  in a Phase; this can be increased by +1" (2 m) for 2 Character
  Points.  Most characters also begin with 2" of Swimming; this
  can be increased by +1" for 1 Character Point.
  Base
  Movement
  Cost
  Maximum
  Value
  Mode
  per +1"
  Value
  6"
  Running
  2
  10"
  2"
  Swimming
  1
  5"
  ROUND-OFFS
  When using the formulas for Characteristics, the numbers
  rarely come out evenly.  In the case of a number with a
  fractional remainder, always round to the nearest whole
  number.  When the fractional remainder is 1/2, the number
  should be rounded in the character’s favor, either up or
  down.  This rule applies to all cases in the game where
  there’s a fractional remainder, except Speed (SPD).
  Example: Energy Defense (ED) is figured from the
  formula ED = CON/5.  If a character has a 10 CON, his
  ED = (10/5) = 2.  If the character has a 12 CON, his ED
  = (12/5) = 2.4, which rounds to 2.  If he has a 13 CON, his
  ED = (13/5) = 2.6, which rounds to 3.
  Now for something trickier.  STUN is figured from the
  formula STR/2 + CON/2 + BODY.  If a character has a 10
  for STR, CON, and BODY, he has a 10/2 + 10/2 + 10 =
  5 + 5 + 10 = 20 STUN.  If he has a 15 for STR, CON and
  BODY, he has 15/2 + 15/2 + 15 = 8 + 8 + 15 = 31 STUN.
  CHARACTERISTICS
  
  HERO System Rulesbook
  14
  EXPLANATION OF
  CHARACTERISTICS
  Each Characteristic is listed with its standard abbreviation
  in parentheses.  The description gives an idea of the use of
  the Characteristic in the game.  For more details, see
  Characteristic Rolls.
  PRIMARY CHARACTERISTICS
  STRENGTH (STR)
  This Characteristic represents the character’s raw physi-
  cal power.  Strength determines the damage a character
  does in hand-to-hand combat, and how much he can lift,
  carry, or throw.  Strength also adds to the base value of
  Physical Defense, Recovery, and Stun.  A character can lift
  twice as much for every +5 points of STR.  One point of STR
  costs 1 Character Point.
  DEXTERITY (DEX)
  This Characteristic represents the character’s agility and
  reaction time.  A character’s Combat Value is based on DEX.
  Certain Skills are based on DEX, and a character’s base
  Speed is calculated from DEX.  One point of DEX costs 3
  Character Points.
  CONSTITUTION (CON)
  This Characteristic represents how hardy and healthy a
  character is.  Constitution keeps a character from being
  stunned easily in combat and adds to the base value of
  Energy Defense, Recovery, Endurance, and Stun.  One
  point of CON costs 2 Character Points.
  BODY (BODY)
  This Characteristic represents how much damage a char-
  acter can take before being killed.  Body adds to the base
  value of a character’s Stun.  One BODY costs 2 Character
  Points.
  INTELLIGENCE (INT)
  This Characteristic represents the ability to
  take in and process data quickly.  INT does not
  necessarily reflect knowledge.  A character
  could have a high INT and be very ignorant.
  Conversely, a brilliant scientist who thought
  slowly might have a low INT.  Intelligence in-
  creases the character’s Perception Rolls and
  certain Skills.  One point of INT costs 1 Charac-
  ter Point.
  EGO (EGO)
  This Characteristic represents a character’s
  mental power and strength of will.  Ego helps a
  character in tests of willpower, when he is
  wounded, resisting interrogation, or trying to
  overcome his psychological flaws.  One point of
  EGO costs 2 Character Points.
  PRESENCE (PRE)
  This Characteristic shows the forcefulness
  and charisma of a character.  Presence allows
  the character to impress or awe others and
  resist the effects of another person’s high Pres-
  ence.  One point of PRE costs 1 Character
  Point.
  COMELINESS (COM)
  This Characteristic represents how beautiful
  or handsome a character is; this may some-
  times affect certain Skills or Presence Attacks.
  One point of COM costs half a Character Point.
  FIGURED CHARACTERISTICS
  PHYSICAL DEFENSE (PD)
  This Characteristic represents how tough a
  character is against physical attacks (like
  punches).  A character’s PD is subtracted from
  the STUN and BODY damage done by a normal
  physical attack.  Physical Defense has a base
  value of (STR/5), and may be increased 1 point
  for 1 Character Point.
  
  HERO System Rulesbook
   15
  ENERGY DEFENSE (ED)
  This Characteristic represents how tough a character is
  against energy attacks (like electricity or heat).  A character’s
  ED is subtracted from the amount of STUN and BODY
  damage done by normal energy attacks.  Energy Defense
  has a base value of (CON/5), and may be increased 1 point
  for 1 Character Point.
  ENDURANCE (END)
  This Characteristic represents how long a character can
  expend energy.  A character who uses a Power, moves, or
  uses STR expends END.  END has a base value of 2 x CON.
  Each additional END costs 1/2 Character Point (to buy 2 END
  only costs 1 Character Point).
  STUN (STUN)
  This Characteristic represents how much damage a char-
  acter can take before being knocked out.  STUN has a base
  value of BODY + (STR/2) + (CON/2).  Each additional STUN
  costs 1 Character Point.
  MOVEMENT
  A character’s movement determines how quickly he can
  run or swim.  These values vary widely; in some campaigns
  the characters will not even know how to swim.  And in some
  superheroic campaigns, the characters will have other
  modes of movement, like Flight or Tunneling.
  MAXIMUM CHARACTERISTICS
  The Maximum Value listed for the Characteristics means
  that characters in heroic campaigns don’t normally have a
  Characteristic over that number.  Characters in superheroic
  campaigns can ignore this restriction altogether.  It’s not
  impossible for characters in heroic campaigns to exceed the
  maximum listed score in a Characteristic, but it is expensive.
  The cost of Characteristics over the Maximum Value is twice
  the normal cost listed.
  Example: Paul wants his character, a rocket scientist, to
  have an INT of 23 (to be exceptionally bright and to help
  out with some of his Intelligence-based Skills).  The
  score of 23 exceeds the listed maximum of 20 by 3.  Paul
  uses 10 of his Character Points to buy his INT up to 20.
  After that, the cost per point doubles, so that the three
  additional Intelligence points cost six more Character
  Points.  Paul has spent a total of 16 Character Points and
  his character now has an Intelligence of 23.
  LOWERING CHARACTERISTICS
  Not only can Characteristics be raised above the listed
  maxima, they may also be reduced below beginning values.
  The bonus is the same as the price for raising the Character-
  istic.
  Example: Melissa wants her character to be less healthy
  than normal, and wants her to start with a Constitution of
  7 instead of 10.  If she decides to do this, she gains the
  Character Points appropriate to the loss.  Since her
  character lost 3 CON Points, and CON Points are worth
  2 Character points each, the character gains 6 Character
  Points to buy other Characteristics or Skills.  However,
  the loss of CON affects her ED, REC, END, and STUN.
  Moreover, she’s also rather frail.
  A character may reduce each and every Primary Charac-
  teristic below the listed value, but only one Figured Charac-
  teristic.  No Primary Characteristic may be reduced below 5,
  except with the GM’s permission.  In any case, the minimum
  value of a Characteristic is always 1.
  SPEED (SPD)
  This Characteristic represents how many actions a char-
  acter may perform in a turn.  Speed has a base value of 1 +
  (DEX/10).  Each additional Speed pt costs 10 Character Pts.
  Speed is the only Characteristic that does not round off in
  favor of the character.  To increase Speed, characters must
  buy the remaining fraction of a Speed 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,
  it would cost 2 Character Points.  If the character wanted
  to be SPD 4, it would cost 12 Character Points.
  RECOVERY (REC)
  This Characteristic represents how fast a character recov-
  ers from being exhausted or knocked out.  It also allows the
  character to heal more quickly.  Recovery has a base value
  of (STR/5) + (CON/5).  Each point of REC allows the
  character to regain one point of lost STUN and one point of
  lost END each post-Segment 12 Recovery Phase and each
  Phase the character does nothing else.  Each additional
  point of REC costs 2 Character Points.
  
  HERO System Rulesbook
  16
  Skills are abilities that characters possess, usually abili-
  ties that characters were born with or were trained to per-
  form.  Examples of Skills include lockpicking, combat pilot-
  ing, and martial arts.  This section describes the different
  Skills available in the HERO System, their point cost, and
  how Skills affect the game.
  The GM should tell the players which Skills are unavail-
  able in his campaign; genre books in the HERO System
  series provide this information.  The GM can also alter the
  Skill names as necessary to match the campaign.  For
  instance, in a fantasy campaign Paramedic Skill could be
  called Healing Skill, and High Society could be called Court-
  ier Skill.
  Characters are assumed to have a basic knowledge of the
  world around them: they can speak their native language, do
  basic arithmetic, and so forth.  These basic abilities vary
  according to the campaign: in a medieval setting most
  people are illiterate, while in a high-tech environment, every-
  one might be proficient in several languages and know how
  to operate a simple computer.
  Skills that are important to the characters in a game sense,
  such as the ability to pick a lock or fire a gun, are not
  possessed by everyone.  Such Skills are purchased with
  Character Points — the same Character Points used to buy
  Characteristics.
  A character may obtain a Skill by paying the Character
  Point cost listed.  Once a character has bought a Skill, that
  Skill may be used over and over without paying any more
  Character Points.
  Example: Andarra pays 3 Character Points for Bribery
  Skill.  She may use Bribery Skill whenever she wants
  without paying more Character Points.
  Skills are grouped into six categories, primarily for ease of
  creating characters.  The categories are: Background Skills,
  Combat Skills, DEX-based Skills, General Skills, INT-based
  Skills and PRE-based Skills.  Characters may have Skills
  from any or all categories.  Skill Enhancers (listed sepa-
  rately) lower the cost of certain Skills.
  Each Skill is given a number.  The higher the number, the
  better the character is at the Skill.  In general, a character with
  an 11- is fairly good at he Skill, while any Skill over 14- is
  remarkable.  “Skill Rolls” are made whenever the character
  attempts to use the Skill in a difficult or dangerous situation.
  When a character tries to use a certain Skill, he must roll
  equal to or under the Skill Roll on 3 six-sided dice (3d6).  If
  the total is greater than the character’s Skill Roll, then the
  character has failed.  An 18 (three sixes) always indicates
  failure.
  A failed Skill Roll means the character won’t be able to
  perform the chosen action (such as picking a particular lock)
  or will receive no benefit from the Skill until the situation
  changes to the benefit of the character; i.e., until the charac-
  ter somehow gets at least a +1 to the Skill Roll.  Obtaining a
  +1 to a Skill Roll can be as simple as spending more time at
  the Skill (see Skill Modifiers).
  Even a character who fails his Skill Roll is assumed to be
  more proficient at a given Skill than a character without the
  Skill; GMs shouldn’t assume that failing a Skill is worse than
  not having it at all.  (However, with certain Skills — like
  Demolitions — the character would be better off not trying to
  use the Skill unless he is reasonably proficient.)
  The GM may want to make some Skill Rolls himself, just
  to keep the characters guessing.  In this case, he can tell
  them “You think the bomb is rigged properly” or “You’re not
  sure that they believed your disguise”, according to the roll.
  If the roll is missed spectacularly, the GM can tell the player
  that it seemed successful, even though it wasn’t (leading to
  complications).
  The base Skill Roll for the INT, DEX, or PRE-based Skills
  (also called “stat-based” Skills) is calculated by the formula
  below.  There are some other stat-based Skills (listed under
  Special Skills and Background Skills); they also use the
  following formula:
  Base Skill Roll = 9 + (Characteristic/5) or less
  Thus, the base Skill Roll for an INT-based Skill would be
  9 + (INT/5) or less.  The base Skill Roll for a DEX-based Skill
  would be 9 + (DEX/5) or less, and so on.  If the Skill Roll
  comes to a half, round in favor of the character.
  Example: Andarra, who has a 13 INT, pays 3 Character
  Points for Concealment Skill.  Andarra’s Base Conceal-
  ment Skill Roll is 9 + (13/5) = 12 or less.
  Most General Skills and Knowledge Skills have a base 11
  or less roll.  The cost of a +1 to a Skill Roll (i.e.  to improve
  that Skill by +1) for any INT-based, DEX-based, PRE-based,
  or General Skill is 2 Character Points.  Background, Combat,
  and Special Skills have different costs, explained in their
  individual sections.
  Skills may be improved above their base rolls by purchas-
  ing Skill Levels, which add a +1 to the base roll for every Skill
  Level.  The cost of these Skill Levels depends on the type of
  Skill, and the number of different Skills to which the Skill
  Level applies.
  SKILLS
  
  HERO System Rulesbook
   17
  SKILL VERSUS SKILL
  Sometimes characters use their Skills in opposition, such
  as when one character tries to conceal something while
  another character tries to find it.  In such cases, the following
  rules may be used.
  If the first character fails the Skill Roll, the opposing
  character doesn’t have to make a Skill Roll to undo the first
  character’s efforts.  If the first character makes his Skill Roll,
  then the opposing character must have the appropriate Skill,
  and must make the Skill Roll.  For every 1 point that the first
  character makes his Skill Roll, the opposing character must
  make his Skill Roll at -1 to succeed.  In other words, the 2nd
  character must succeed by a wider margin than the first.
  Example: Andarra has Computer Programing on 12 or
  less, and knows that a hacker will be trying to steal
  valuable information.  Andarra decides to set up defen-
  sive programs on her computer, and rolls a 14 (failing her
  roll by 2).  Andarra has failed to set up a valid program.
  She tries again, taking more time in this attempt, so the
  GM gives her a +1 modifier to her Skill Roll.  Andarra now
  needs to roll a 13 or less.  She rolls a 9; thus, the data is
  protected from casual access.  Anyone trying to get to the
  data must make a Computer Programing roll at a -4
  penalty.
  The GM should resist the temptation to overuse the Skill
  versus Skill system.  If the situation is obvious, there’s no
  need to make Skill Rolls.  For instance, if Defender says he
  is concealing an object in a particular drawer, and a villain
  comes along and searches that very drawer, he’s going to
  find the object.  Roleplaying these situations reduces the
  need to make die rolls.
  Most Skills work directly against the same Skill.  Some
  Skills, however, work against a Perception Roll, such as
  Stealth.  Thus, a character makes a Stealth Roll, and other
  characters attempting to spot the character would make a
  Perception Roll (see Perception Rolls).
  COMPLEMENTARY SKILLS
  In some situations, a character may have two (or more)
  Skills that are applicable to the problem at hand.  In such a
  case, the GM should determine the primary Skill involved.
  The GM may decide that another Skill (or several Skills) is
  considered complementary to the problem at hand.  The
  character then attempts a Skill Roll for the complementary
  Skill(s).
  A character adds +1 to his chance to perform a primary
  Skill for each 2 points the Complementary Skill Roll is made
  by.  Thus, if a character makes a complementary Skill Roll by
  0, 1, or 2, he gets a +1 to the primary Skill Roll; if he makes
  the roll by 3 or 4, he gets +2 to the primary Skill Roll, and so
  forth.  This rule also applies if someone is helping the
  character perform the Skill.  GMs who want to improve the
  characters’ chances of success should allow many comple-
  mentary Skills; GMs who want to make things difficult should
  permit only one.
  Example: Randall Irons is attempting to get some infor-
  mation from a young woman; he believes she knows the
  whereabouts of the Aztec artifact that was stolen from his
  hotel room.  Randall has both Conversation Skill (on a 12
  or less) and Seduction Skill (on a 13 or less).  Since
  Randall is trying to gain information, the GM rules that
  Randall’s Conversation Skill is primary in this case, and
  his Seduction Skill is complementary.  Randall first tries
  to make his Seduction Roll, and rolls a 10, making his roll
  by 3.  Thus, charming Randall gets a +2 to his Conver-
  sation Roll for this conversation, which may improve his
  chance to find the stolen item.
  SKILL MODIFIERS
  The GM should apply modifiers to the Skill Roll depending
  on the circumstances.  All such modifiers change the number
  the character needs to roll, not the dice roll itself.  This also
  applies to the character’s Skill Levels, and any complemen-
  tary Skills.
  Example: Andarra attempts to conceal an illegal mind
  control helmet in her spaceship.  The GM rules that since
  Andarra has a small spaceship, this attempt will take a -
  2 modifier to Andarra’s Concealment Skill Roll.  Andarra
  has a base Concealment Skill Roll of 12 or less.  With the
  -2 modifier, Andarra needs to roll a 10 or less to success-
  fully hide the device.
  The GM should provide modifiers to deal with each situ-
  ation that comes up in the course of the game.  Skills are very
  general in order to cover a variety of situations: Circum-
  stances can tremendously modify the chance to perform a
  In any Skill versus Skill situation, the character taking
  action will make his roll first, and the character who is
  reacting will take the negative modifier.  Thus, the person
  setting a bomb will make a Demolition Skill Roll.  The person
  trying to defuse the bomb will take the modifier on his
  Demolition Skill Roll.
  
  HERO System Rulesbook
  18
  Skill.  Modifiers help describe the situation to the players in
  a very concrete fashion, which makes the game more visual
  and exciting.  Moreover, positive modifiers act as an incen-
  tive for players to be clever and creative, and that’s when
  they’re having the most fun.
  The following table provides a general list of modifiers that
  apply to most of the Skills.  The GM should use this list as a
  guideline when determining the modifiers; remember,
  circumstances alter cases.  Also, certain Skills may not use
  some of these modifiers.
  SKILL MODIFIERS
  Modifier
  Circumstance
  +3 to +5
  Routine
  +1 to +3
  Easy
  -1 to -3
  Difficult
  -3 to -5
  Extremely Difficult
  -5 or more
  Sheer Folly
  see above
  Preparing for extra time
  +1 to +3
  Character has extensive knowledge of the
  object of his Skill Roll
  +1 to +3
  Character roleplays the Skill use well
  +1 to +3
  Using good equipment in connection 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
  Lack of proper equipment (if appropriate)
  -1 to -3
  Combat conditions, for Skills not normally
  used in combat
  When determining the bonus for characters who take
  extra time to perform a Skill, the GM should determine the
  minimum amount of time it will take to complete the task.  If
  the character takes additional time, he should receive a +1
  for each level down on the time chart:
  TIME CHART
  1 Segment
  1 Phase
  1 Turn (Post-Segment 12)
  1 minute
  5 minutes
  1 hour
  5 hours
  1 day
  1 week
  1 month
  1 season (3 months)
  1 year
  Example: Chiron is trying to pick a lock; the GM deter-
  mines this would normally take 1 Turn (12 seconds).
  Chiron is in no hurry, so he takes 1 hour picking the lock.
  This moves down the Time Chart by 3 levels, so Chiron
  receives a +3.
  DETERMINING EVERYMAN SKILLS
  When setting up the campaign, the GM decides
  what Everyman Skills the characters have.  This
  decision should be based on what environment the
  characters grew up in; the Everyman Skills reflect the
  basic abilities that the individuals gain simply while
  growing up.  Hence, if all the characters came from a
  high-tech information-based society, they might all
  know how to operate computers.  Conversely, char-
  acters that come from a Phoenician trading society
  all know how to sail, or at least swim.  Even charac-
  ters in the same campaign may have different Every-
  man Skills, if they come from radically different back-
  grounds.
  SAMPLE EVERYMAN SKILL LISTS
  VIKING FANTASY
  Climbing
  Concealment
  Conversation
  Deduction
  Shadowing
  Stealth
  Transport Familiarity (Longship)
  4 pts.  with Norse Language (No literacy)
  AK (Area Knowledge): Home Country
  1 pt.  with Professional Skill (8-)
  MODERN
  Climbing
  Concealment
  Conversation
  Deduction
  Paramedic
  Shadowing
  Stealth
  Transport Familiarity (automobiles)
  4 pts.  with Local Language
  AK (Area Knowledge): Home
  1 pt.  with Professional Skill (8-)
  SCIENCE FICTION
  Climbing
  Computer Programing
  Concealment
  Conversation
  Deduction
  Paramedic
  Shadowing
  Stealth
  Transport Familiarity (personal hovercraft)
  4 pts.  with Language
  AK (Area Knowledge): Home Country
  1 pt.  with Professional Skill (8-)
  
  HERO System Rulesbook
   19
  EVERYMAN SKILLS
  All characters start with some ability in a few Skills, which
  reflects the fact that everybody knows how to do these things
  to some extent.  The actual “Everyman” Skills vary according
  to the campaign environment.  In modern campaigns, the
  Everyman Skills include Climbing, Concealment, Conversa-
  tion, Deduction, Paramedic, Shadowing, Stealth, and Trans-
  port Familiarity.  All characters have Familiarity (an 8- roll)
  with these Skills.  (If the character comes from an extremely
  unusual culture, he might have different Everyman Skills.)
  These Skills may be purchased and improved just like any
  other Skills.  In this case the full cost must be paid — the
  Everyman familiarity does not reduce the cost.
  All characters begin with 4 Character Points in their native
  language; they will be literate if the most members of the
  society are.  Characters also have 1 Character Point (that is,
  Familiarity) in Home Area Knowledge, and 1 Character Point
  in an appropriate Professional Skill.  These should be noted
  on the Character Sheet, since they can be improved like
  normal Skills.  These Skills are given free, so the cost
  shouldn’t be added in to the character’s cost total.
  EXTRAORDINARY SKILLS
  As an optional rule, a character can attempt to perform
  incredible feats with a Skill if he has a Skill Roll of 18- or
  better.  Any incredible feat takes a -10 penalty or more to
  begin with, and the GM can assign other modifiers as he
  sees fit.  For example, a character using this rule could use
  Breakfall to land on his feet after a fall from an airplane and
  take no damage.  Similarly, a character with Persuasion
  could convince a target of a patent untruth (“Are you going to
  believe me or your own eyes?”).
  This optional rule allows a GM to run a more fantastic
  campaign with amazing feats not possible in the real world
  or even most adventure fiction.
  SKILLS AS POWERS
  Normally, characters cannot buy Skills as part of a device
  or a weapon.  The GM may, as an optional rule, allow
  characters to buy certain Skills with equipment or combined
  with Powers, Power Limitations, etc.  For instance, a GM
  might allow a character to purchase Combat Skill Levels with
  a rifle, subject to certain Limitations such as the Focus
  Limitation.  Or some magical spells may include Skills as part
  of their effects.  The GM should only allow this in limited
  circumstances.
  THE SKILL LIST
  The 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.  This is not an
  exhaustive list.  Feel free to take Skills not on the list.  General
  categories such as “Professional Skills” and “Knowledge
  Skills” cover Skills not listed.
  * These Background skills can be based on a Characteristic,
  usually INT.  In this case the cost of such skills is 3/1 and
  the Base Roll is 9+(CHAR/5).
  Base
  Base /
  Skill
  Type
  Roll
  +1 cost
  Acrobatics
  DEX
  9+(DEX/5)
  3/2
  Acting
  PRE
  9+(PRE/5)
  3/2
  Animal Handler
  General
  11
  3/2
  Breakfall
  DEX
  9+(DEX/5)
  3/2
  Bribery
  PRE
  9+(PRE/5)
  3/2
  Bugging
  INT
  9+(INT/5)
  3/2
  Bureaucratics
  PRE
  9+(PRE/5)
  3/2
  Climbing
  DEX
  9+(STR/5)
  3/2
  Combat Driving
  DEX
  9+(DEX/5)
  3/2
  Combat Skill Levels
  Combat
  —
  varies
  Combat Piloting
  DEX
  9+(DEX/5)
  3/2
  Computer Programing INT
  9+(INT/5)
  3/2
  Concealment
  INT
  9+(INT/5)
  3/2
  Contortionist
  DEX
  9+(DEX/5)
  3/2
  Conversation
  PRE
  9+(PRE/5)
  3/2
  Criminology
  INT
  9+(INT/5)
  3/2
  Cryptography
  INT
  9+(INT/5)
  3/2
  Deduction
  INT
  9+(INT/5)
  3/2
  Demolitions
  General
  11
  3/2
  Disguise
  General
  11
  3/2
  Electronics
  General
  11
  3/2
  Familiarity
  Background —
  1/-
  Forensic Medicine
  INT
  11
  3/2
  Forgery
  General
  11
  3/2
  Gambling
  General
  11
  3/2
  High Society
  PRE
  9+(PRE/5)
  3/2
  Interrogation
  PRE
  9+(PRE/5)
  3/2
  Inventor
  INT
  9+(INT/5)
  3/2
  Knowledge
  Background 11*
  2/1*
  Languages
  Background —
  1/1
  Lipreading
  General
  11
  3/2
  Lockpicking
  DEX
  9+(DEX/5)
  3/2
  Martial Arts
  Combat
  varies
  varies
  Mechanics
  General
  11
  3/2
  Mimicry
  General
  11
  3/2
  Navigation
  General
  11
  3/2
  Oratory
  PRE
  9+(PRE/5)
  3/2
  Paramedic
  INT
  9+(INT/5)
  3/2
  Persuasion
  PRE
  9+(PRE/5)
  3/2
  Professional Skills
  Background 11*
  2/1*
  Range Skill Levels
  Combat
  —
  varies
  Riding
  DEX
  9+(DEX/5)
  3/2
  Science
  Background 11*
  2/1*
  Security Systems
  INT
  9+(INT/5)
  3/2
  Seduction
  PRE
  9+(PRE/5)
  3/2
  Shadowing
  General
  11
  3/2
  Skill Levels
  —
  —
  -/varies
  Sleight of Hand
  DEX
  9+(DEX/5)
  3/2
  Stealth
  DEX
  9+(DEX/5)
  3/2
  Streetwise
  PRE
  9+(PRE/5)
  3/2
  Survival
  General
  11
  3/2
  Systems Operation
  INT
  9+(INT/5)
  3/2
  Tactics
  INT
  9+(INT/5)
  3/2
  Tracking
  INT
  9+(INT/5)
  3/2
  Trading
  PRE
  9+(PRE/5)
  3/2
  Transport Familiarity
  Background —
  varies
  Ventriloquism
  General
  11
  3/2
  Weapon Familiarity
  Combat
  —
  varies
  Weaponsmith
  General
  11
  3/varies
  
  HERO System Rulesbook
  20
  SKILL TYPES
  The Skills are grouped into six categories, primarily for
  ease of creating characters.  The categories are: Back-
  ground Skills, Combat Skills, DEX-based Skills, General
  Skills, INT-based Skills, and PRE-based Skills.  The only
  Skill that doesn’t fall into one of those categories is Skill
  Levels, which lets you improve your Skill Roll with several
  Skills.  Characters may have Skills from any or all categories.
  BACKGROUND SKILLS
  Background Skills are Skills that the character has ac-
  quired in growing up in a certain society or studying under a
  teacher.  Although not normally as important in combat as
  other Skills, Background Skills help flesh out a character and
  can prove crucial in non-combat settings.  The cost for
  Background Skills varies according to type.  Background
  Skill Levels include:
  Knowledge Skills
  Professional Skills
  Languages
  Sciences
  COMBAT SKILLS
  Combat Skills help the character perform effectively in
  combat.  These Skills include:
  Combat Skill Levels
  Martial Arts
  Range Skill Levels
  Weapon Familiarity
  GENERAL SKILLS
  General Skills cost 3 Character Points for a base 11 or less
  roll.  A +1 to any General Skill costs 2 Character Points.  The
  General Skills include:
  Animal handler
  Demolitions
  Disguise
  Electronics
  Forgery
  Gambling
  Lip Reading
  Mechanics
  Mimicry
  Navigation
  Shadowing
  Survival
  Ventriloquist
  Weaponsmith
  INT-BASED SKILLS
  Intelligence based Skills cost 3 Character Points for a
  base (9 + INT/5) or less roll; a +1 to the roll of any INT-based
  Skill costs 2 Character Points.  INT-based Skills include:
  Bugging
  Computer programing
  Concealment
  Criminology
  Cryptography
  Deduction
  Forensic Medicine
  Inventor
  Paramedic
  Security Systems
  Systems Operation
  Tactics
  Tracking
  DEX-BASED SKILLS
  Dexterity based Skills cost 3 Character Points for a base
  (9 + DEX/5) or less roll; a +1 to any DEX-based Skill costs 2
  Character Points.  DEX-based Skills include:
  Acrobatics
  Breakfall
  Climbing
  Contortionist
  Combat Driving
  Combat Pilot
  Lockpicking
  Riding
  Sleight of Hand
  Stealth
  PRE-BASED SKILLS
  Presence based Skills cost 3 Character Points for a base
  (9 + PRE/5) or less roll.  A +1 to any PRE-based Skill costs
  2 Character Points.  PRE-based Skills include:
  Acting
  Bribery
  Conversation
  High Society
  Interrogation
  Oratory
  Persuasion
  Seduction
  Trading
  
  HERO System Rulesbook
   21
  SKILL DESCRIPTIONS
  Each Skill is described in the following section, along with
  examples of how the Skill is used during the game.  The cost
  of the Skill is given on the Skill List.  The Skills are organized
  alphabetically to make finding the desired Skill easier.
  ACROBATICS
  This DEX-based Skill allows a character to perform flips,
  jumps, and rolls like a circus acrobat.  Acrobatics allows the
  character to jump and flip over an obstacle, landing on his
  feet and ready to fight.  Acrobatics can enable the character
  to jump off moving vehicles, swing from flagpoles, bounce off
  awnings, and execute other tricky moves.
  Acrobatics not only impresses any bystanders, but can be
  a useful trick in combat.  An acrobat can often gain from +1
  to +3 to his OCV by surprising his opponent (this bonus is
  determined by the GM; see the Surprise rules in the Fighting
  section).
  Acrobatics also enables the character to retain his balance
  in tricky conditions, like slippery floors, ice, or even on a
  tightrope.  The GM should assign modifiers according to the
  difficulty of the situation.  The character can also perform
  easy feats of balance (like walking on a balance beam) with
  no chance of falling.
  ACTING
  Acting enables a character to alter his physical manner-
  isms and speech patterns in order to seem like someone
  else.  A character with this skill can also fake moods and
  emotions.  This PRE-based Skill can be used to hide the
  character’s true identity or to impersonate another individ-
  ual.  To detect a character who is acting, use Acting versus
  an INT Roll as Skill vs.  Skill.  It is more difficult to impersonate
  someone specific (-1 to -3), as is maintaining an impersona-
  tion over a long time (-1 to -3).  The character can receive
  bonuses (+1 to +3) if he has had a chance to study the
  individual or if the individual is not well known to the viewers.
  Acting does not impart any skill with disguises; if the
  character wants to impersonate someone specific, he will
  have to either have Disguise Skill or go to someone who
  does.  Area Knowledge, Mimicry, and Disguise can all be
  complementary to an Acting Roll, depending on the circum-
  stances.  Failing an Acting Roll means that the Acting was
  not convincing, and that the viewers saw through the imper-
  sonation.
  ANIMAL HANDLER
  This General Skill lets characters train animals to do their
  bidding.  The handler is adept at managing all animals that
  he is knowledgeable about.  The chance to successfully train
  an animal is based on the handler’s Skill Roll.  This chance
  should be modified by the length of time that the handler has
  to work with the beast, the animal’s intelligence, and the
  handler’s familiarity with the species.  Moreover, the tem-
  perament of the animal makes a difference — it is much
  easier to train a beagle than a camel or griffon.  Training
  usually takes weeks, but a skillful Animal Handler can do it
  much more quickly.
  Characters should make a Animal Handler Roll whenever
  they want the animal to do something unusual or out of the
  ordinary.  For example, a trained attack dog could attack an
  enemy in combat without a roll.  However, if the handler
  wants the dog to attack one man out of a crowd, a Handling
  Roll is required (with a penalty if the crowd is big and
  confusing).  A failed roll means that the dog is too confused
  to attack at all, or attacks the wrong person.
  It is not necessary to use this Skill with animals bought with
  Character Points (as followers); such creatures are as-
  sumed to be automatically friendly to the character.  The cost
  of obtaining such animals is covered in the Perks section.
  BREAKFALL
  This DEX-based Skill allows a character to roll out from a
  fall and stand up without wasting a half Phase (see the Action
  Phase Table).  The character may take half damage from the
  fall with a successful roll.  Each +2" of height is a -1 to the
  Breakfall Roll.  If the Breakfall Roll is made by one-half (after
  applying the height modifier), the character takes no damage
  at all.  The damage done from falls can be found in the
  section on Falling.
  Breakfall also enables a character to land on his feet after
  being Knocked Back or Knocked Down.  If a character makes
  a successful roll, he does not take any damage and does not
  need to spend a half Phase standing up.  Each +2" of
  Knockback is a -1 to the Breakfall Roll.  Characters who are
  Knocked Back into something (like a wall or the ground) may
  not use Breakfall to lessen the effects of Knockback.
  Modifiers of -1 to -3 to the Breakfall Roll should be
  assigned if the character is wounded, carrying something or
  someone, or landing on an uneven, slippery surface.  Land-
  ing on a soft surface would make the roll easier (+1 to +3).
  BRIBERY
  A character with this PRE-based Skill knows when to bribe
  someone, how to approach him, and how much to offer.  The
  proper bribe can vary greatly from place to place; usually it’s
  money, but sometimes such things as nylons or cigarettes
  are best.  The bribery attempt should be roleplayed as much
  as possible, with the GM allowing a character to make
  Bribery Rolls at crucial points in the bargaining to help
  determine how much to offer, how subtle to be, and so on.
  If the Bribery attempt is failed badly, or if the character
  attempts to bribe someone he shouldn’t have bribed, the
  target of the bribery may call his superior, the police, or even
  pull a gun.  Also, just because someone has been success-
  fully bribed doesn’t mean he’ll stay that way.  Complemen-
  tary Skills can include Persuasion, Seduction, and Area
  Knowledge.  The right language also helps immensely.
  BUGGING
  This INT-based Skill is the ability to properly implant and
  operate listening, visual, or other sensing devices (“bugs”).
  With a successful roll, the character has properly placed
  microphones or cameras and will get a good sound or video
  reception from the area.  (This doesn’t necessarily mean that
  the bug is well-hidden — this would require a Concealment
  Roll).  Characters with Bugging Skill may also “sweep” for
  bugs, searching physically or with detectors.
  Character’s with Bugging know how to listen or watch from
  a distance with parabolic mikes, telescopes, laser micro-
  phones, and other such devices.  They can follow a properly
  bugged vehicle with a successful Bugging Roll and a track-
  ing device.  Unsuccessful Bugging Rolls can mean the
  wrong bug was used for the job, the equipment was broken,
  bad sound, false noises, etc.
  
  HERO System Rulesbook
  22
  BUREAUCRATICS
  The character knows how to deal with bureaucrats, cut
  through red tape, who to talk to, how to reach them, and how
  to extract information from bureaucracies.  This PRE-based
  Skill comes in handy when the characters need travel papers
  while in a foreign country, are going through Customs,
  arranging for appointments, or similar activities.
  These procedures usually take time, from
  several hours to several days.  The character
  can get quicker action with a better Bureau-
  cratics Roll.  Some of the complementary
  Skills to Bureaucratics are Knowledge of the
  locale or culture, Seduction, Bribery, or Per-
  suasion.  If the character is dealing with a
  technical request of some sort, then the rele-
  vant Science would be complementary.  Un-
  successful Bureaucratics Rolls can result in
  the character’s request being turned down,
  or worse, stalled forever in red tape.
  CLIMBING
  This DEX-based Skill allows the character
  to climb unusually difficult walls, trees, and
  buildings, as long as there are handholds.
  Most characters can climb ordinary things
  (like ladders) without making a roll.  A charac-
  ter with Climbing may successfully climb a
  difficult surface with a successful Skill Roll.
  The GM may allow the character to make a
  STR Roll as a complementary Skill Roll.  The
  climbing speed varies according to the struc-
  ture being climbed, but the base speed is 1"
  (2 meters) per Phase.
  A climbing character’s OCV and DCV are
  reduced by half, and may be 0 if the character
  is in a really difficult position.  An unsuccess-
  ful Climbing Roll usually means that the char-
  acter cannot climb that area, but it can some-
  times means a fall if the roll was spectacularly
  bad.
  COMBAT SKILL LEVELS
  Once a character knows how to use an
  attack, his ability can be improved by buying
  Combat Skill Levels.  The Combat Skill Level
  has a number of potential uses, though the
  Skill Level may only be used for one of these
  things at a time.  A player can change the
  assignment of Skill Levels at the beginning of
  the his action Phase, but they stay there until
  the beginning of the character’s next action
  Phase.  An Overall Level can be used as a
  Combat Level, but cannot be used for any-
  thing else that Phase (see Skill Levels).
  The following list details the different uses of Combat Skill
  Levels.
  1) One Combat Skill Level can be used as +1 OCV with any
  attack that the Combat Skill Level applies to.  This is the
  only way a character can use a 2 point Combat Level.
  2) One Combat Skill Level can be used as a +1 DCV.
  3) Two Combat Skill Levels can be used to
  increase the Damage Class of a hand-to-
  hand attack by one step (see the Damage
  Class).  For instance, a 1d6+1 weapon
  would then do 1 1/2d6.  Four Combat Skill
  Levels would raise the attack’s Damage
  Class by two, and so on, up to a maxi-
  mum of twice the original Damage Class.
  This rule is usually only used in heroic
  campaigns.
  4) Two Combat Skill Levels can be used to
  add +1 BODY to the damage done by a
  hand-to-hand killing attack.  However,
  the damage the character does cannot
  exceed the normal maximum for the
  weapon.
  Example: If a character has a 1d6
  weapon and uses two Combat Skill Lev-
  els to add +1 BODY to the damage, the
  possible damages rolled on the d6
  would be 2, 3, 4, 5, 6, 6 (that’s 1d6+1 with
  a maximum of 6 BODY).
  There are several types of Combat Skill
  Levels shown on the Combat Skill Level Cost
  table.  The 2-point Combat Level applies to a
  single weapon or attack.  A character could
  buy this to help him with his broadsword or
  Energy Blast.  A 2-point Combat Skill Level
  can only be used to increase the attacker’s
  OCV.
  The 3 point Combat Skill Level applies to
  any group of 3 related maneuvers or attacks.
  In hand-to-hand this could apply to any three
  maneuvers.  With GM’s permission a 3-point
  Combat Skill Level could also apply to a tight
  group of weapons, like all pistols, or all
  swords.
  The 5-point Combat Skill Level can be
  bought as +1 with all hand-to-hand combat,
  +1 with all ranged combat, or +1 with a
  related group of attacks (like U.S.  Infantry
  weapons).  The 5-point Combat Skill Level
  can serve as a +1 DCV against all attacks, if
  bought as such.  Finally, the 5-point Combat
  Skill Level is the smallest Combat Skill Level
  that can be bought with Limitations.
  
  HERO System Rulesbook
   23
  Thus if a character would like to build a weapon that was
  more accurate than normal (and would like to have a bonus
  to his OCV), he would have to buy 5-point Combat Skill
  Levels.  Combat Skill Levels bought with Limitations can only
  be used to increase the user’s OCV, except with special
  permission from the GM.
  Example: Marksman would like to create a gun that will
  have gyroscopic balancers and a laser-spotting scope.
  (This gun will enable Marksman to hit almost anything at
  any range.) He buys the attack normally, the gun is an
  Obvious Accessible Focus, so the attack Power receives
  a -1 Limitation (see Power Limitations).  Marksman then
  adds +4 OCV to the gun.  Since the smallest Combat Skill
  Level that can be used with a Limitation is the 5 point
  Level, this costs Marksman 20 points.  The OAF Limita-
  tion reduces this cost to 10 Character Points.  Whenever
  Marksman uses the gun, he receives a +4 to his OCV.
  The 8-point Combat Skill Level applies to any type of
  combat whatever.
  When buying these Combat Skill Levels, think of the kind
  of weapon specialties the character should have.  The more
  Combat Skill Levels the character buys, the more choices he
  has during combat.
  Example: Randall Irons has a 3 point level with pistols,
  a 3 point level with knives, and an 8 point level with
  combat.  Irons, armed with his trusty revolver, is fighting
  a Nazi death-ray robot.  Randall puts his 3 point level with
  pistols into +1 OCV and his 8 point level into +1 OCV.  He
  now has a bonus of +2 OCV.  His level with knives does
  not count since he is currently fighting with a pistol.
  COMBAT SKILL LEVEL
  Cost
  Application
  2
  +1 OCV with any single attack
  3
  +1 with any three maneuvers or tight
  group (+1 with pistols, +1 with Karate,
  etc.)
  5
  Either +1 with hand-to-hand combat, +1
  with ranged combat, or +1 with a related
  group of attacks
  8
  +1 with all combat
  As an optional rule, the GM can make a distinction be-
  tween a character’s DCV against hand-to-hand attacks and
  his DCV against ranged attacks.  In this case, a character
  cannot apply his DCV bonus gained from Combat Skill
  Levels against ranged attacks, unless it is an 8 point Combat
  Skill Level or a 5 point Combat Skill Level bought as +1 DCV
  with all attacks.  Moreover, a character with a Combat Skill
  Level that applies to a ranged attack cannot ever use the
  Level to improve his DCV.  This optional rule is intended to
  reflect that it is very difficult to dodge a bullet or arrow, no
  matter how expert you are.  It should be used whenever
  Combat Skill Levels are bought with Power Limitations (an
  accurate gun doesn’t make its user harder to hit, for in-
  stance).
  COMBAT DRIVING
  This DEX-based Skill enables a character to drive and
  control a ground or water vehicle in difficult situations.  To
  use Combat Driving, the character must be familiar with the
  vehicle (see Transport Familiarity).  A Combat Driving Skill
  Roll is used for driving during combat.  The character does
  not need to make a Combat Driving roll while driving normally
  on the road, unless something unusual has happened, like
  the vehicle is being shot at.
  In combat, this Skill allows the character to drive the
  vehicle up to its full DCV, making it much harder to hit (see
  Vehicles.)
  Characters with this Skill are automatically familiar with
  one class of non-flying vehicles.  Characters who want to be
  familiar with more than one class of vehicle should purchase
  Transport Familiarity.
  COMBAT PILOTING
  This DEX-based Skill enables a character to pilot and
  control a flying vehicle in difficult situations.  This skill applies
  to all flying vehicles, from primitive biplanes to interstellar
  dreadnaughts.  However, the character must know how to fly
  the vehicle (he must have the appropriate Transport Famili-
  arity).  A Combat Piloting Skill Roll is used for landing, taking
  off, and piloting during combat.  The character does not need
  to make a Combat Piloting roll while taking off or landing
  normally (at an airport) unless something unusual has hap-
  pened like the ship is being shot at.
  In combat this Skill allows a pilot to fly the vehicle at its full
  DCV making it much harder to hit.
  Characters with this Skill know how to read a map, but
  would have difficulty determining their location in unfamiliar
  territory, or after becoming lost (Navigation is helpful in this
  situation).
  Characters with this Skill are automatically familiar with
  one class of flying vehicles.  Characters wishing to be familiar
  with more than one class of vehicle should purchase Trans-
  port Familiarity.  (See Transport Familiarity.)
  COMPUTER PROGRAMING
  This INT-based Skill gives the character the ability to
  program and operate computers.  The character may also
  attempt to discover access codes, gain information, change
  programing, and conceal tampering.  Some of the common
  uses for Computer Programing include extracting informa-
  tion from data banks, defeating computer assisted Security
  Systems, falsifying records or other data, and so on.  Sepa-
  rate Computer Programing Rolls may be necessary to per-
  form each task.
  Computer Programing usually takes a fair amount of time,
  from several minutes to many hours (for the most compli-
  cated tasks).  The computer may have sophisticated protec-
  tion, resulting in a -1 to -5 modifier.  Unsuccessful Computer
  Programing Rolls can set off alarms or cause a system
  crash, but usually you just fail to get what you want.
  
  HERO System Rulesbook
  24
  CONVERSATION
  This PRE-based Skill allows the character to extract
  information from people with careful conversation.  Use of
  this Skill takes time, and if the roll is blown, the subject
  realizes he is being pumped and usually stops talking.
  However, if the Skill is properly performed, the victim won’t
  be aware he has divulged anything.  Sometimes the target of
  Conversation Skill may be subtly using his own Conversa-
  tion Skill to get information.
  This Skill should never substitute for roleplaying.  If the
  character makes clever or stupid statements, the GM should
  apply modifiers to the roll.  Most conversations should be
  roleplayed without using Conversation Skill Rolls.
  To properly use the Skill, the character must know the
  language being spoken.  If the character doesn’t know the
  language well, the GM should apply a -1 to -3 modifier.  If the
  desired information is closely linked with another Skill, then
  that Skill is complementary — it helps to know what to ask.
  Seduction, High Society, and Persuasion Skills can also be
  complementary to Conversation.
  CONCEALMENT
  This INT-based Skill is the ability to hide things and to find
  things that other people have hidden — like important
  papers, weapons, jewels, artifacts, drugs, and so forth.  This
  Skill can be a lot more fun if the GM actually describes the
  situation, and the character then describes exactly where he
  hides the object.
  Some common hiding places include behind an instru-
  ment panel, inside a heel, or under false floorboards.  Con-
  cealment can be used by characters to hide and find traps.
  The character may hide himself from a search using
  Concealment (“Andarra wedges herself behind a console”).
  Stealth Skill should be used for any active concealment, as
  when the character is trying to move silently; only use
  Concealment Skill for nonmoving objects.  The Skill is used
  against the searcher’s Concealment Skill as a Skill versus
  Skill Roll.  Areas that are very crowded with junk are much
  easier to hide things in (+1 to +3); conversely, areas that are
  very bare are very difficult to hide things in (-1 to -3).
  Any Skill directly connected with the object being hidden
  (like Demolitions when hiding a bomb) is a complementary
  Skill.  Failing a Concealment Roll may mean that the object
  isn’t really hidden properly, or it’s in a location that is easily
  checked.  Just because an object is in an open, obvious
  place doesn’t mean someone will find it; remember Poe’s
  story The Purloined Letter.
  CONTORTIONIST
  This DEX-based Skill gives the character the ability to
  manipulate his body so as to get out of ropes and similar
  bonds.  The character may also contort his body so that he
  could work on normally inaccessible locks.  The character
  must have Lockpicking Skill if he wishes to unlock the lock.
  The character may be able to contort his way out of more
  difficult bindings than rope.  Wires would be -2 or -3, while
  handcuffs would be -3 or -4.  Contortionist Skill does not
  allow any mystical means of escaping bonds — there must
  be some reasonable way that the character could escape.
  Contortionist can also help a character break free from
  constraints in a combat setting.  Any Phase after a character
  with this Skill has been Grabbed (see Fighting), he can use
  Contortionist Skill to help him break out.  When a character
  with this Skill tries to break free, he should make a Contor-
  tionist Skill Roll.  If successful, the character can add 1d6 to
  the STR dice for every 1 the Roll was made by (minimum
  1d6).  Thus a character who made his Skill Roll by 4 would
  get to add 4d6 to his STR dice, only for the purpose of
  escaping the Grab.  Using this Skill in this way takes a
  minimum of one-half Phase, although the character may
  take more time to improve his chances.
  Contortionist can also be used to wriggle free from En-
  tangles, depending on the Entangle’s Special Effects.  (A net
  would be a normal Escape Roll, a sticky web would require
  a big penalty, and a block of ice would be impossible.)
  Example: The Superhero Rubberman is grabbed by
  Ogre during a battle.  Knowing that his puny 5 STR will
  never overcome Ogre’s might, Rubberman elects to use
  his Contortionist Skill, so he makes a Skill Roll.  Rubber-
  man rolls a 9, making his Contortionist Skill Roll by 6.  He
  can now roll 1d6 (for STR) + 6d6 (for Contortionist) = 7d6.
  Ogre, with a 60 STR, rolls 12d6.  The dice are thrown;
  Rubberman gets 8 BODY and Ogre gets 11.  Pity.
  
  HERO System Rulesbook
   25
  CRIMINOLOGY
  A character with this INT-based Skill knows how to look for
  clues, dust for fingerprints, examine evidence, do ballistics
  tests, examine records, search through files, and so on.
  These tests can tell the character what gun fired the bullet
  that killed a victim, where dirt on the shoes came from, and
  where a victim washed his clothes.  Many other details of a
  person’s identity, origin, habits, and recent whereabouts can
  be discerned.
  Criminology tests can require a great deal of time, but
  much can be told from a quick examination of the scene of
  the crime.  Extensive use of Criminology requires some
  equipment, access to information files, and perhaps some
  Bureaucratics.  Microscopes, a chemistry lab, fingerprinting
  materials, and other tools are necessary for certain tests.
  Area or City Knowledge and certain Sciences (like Phar-
  macology) could be complementary for certain facts.  Failing
  a Criminology Roll can result in improper conclusions or
  results, but generally means “no conclusive result”.
  CRYPTOGRAPHY
  This INT-based Skill lets the character solve simple ci-
  phers and encrypt or encode messages.  Ciphers can
  become very complicated by using nulls (meaningless char-
  acters), or doing multiple substitutions.  Codes are very
  difficult to break unless there have been many messages, or
  if the codebook has been discovered.  Both encrypting and
  encoding can take some time, even with a codebook, unless
  the characters have a device to help them.  Decoding and
  deciphering can take a long time unless the character has
  some clues to the nature of the code or cipher.
  A failed Skill Roll may result in failure to decode the
  message, or an incorrect translation of the message.  A
  character with Cryptography may also use invisible inks and
  other techniques for hiding messages.  Secret messages
  may be imprinted on paper in ultraviolet, grown into crystal
  structures, or hidden until looked at through certain optic
  fibers.
  Sciences (like Mathematics) and Computer Programing
  can greatly aid Cryptography.
  DEDUCTION
  This INT-based Skill is the art of taking several facts and
  leaping to an inobvious conclusion.  This is the classic
  detective’s skill.  Deduction should be used sparingly; it’s
  useful when the player is stumped, the GM wants to move
  the scenario along, and the character should be able to figure
  out what’s going on.  The GM should try to help the character
  out, but not reveal everything.  Complementary Skills include
  any Skill directly connected with the problem the character is
  trying to solve (e.g., Bureaucratics for a paperwork mystery).
  A failed Deduction Roll usually means that the character
  can’t think of an answer, or it can mean an incorrect deduc-
  tion.
  DEMOLITIONS
  Demolitions is the ability to properly use explosives.  A
  character with this General Skill knows how to handle and set
  off explosives, where to plant explosives for maximum effect,
  and how to estimate the amount necessary to destroy
  structures.  The character may defuse explosive devices,
  determine the fusing mechanism, and discover any booby
  traps in an explosive device with the same roll.
  Mechanics or Chemistry may be complementary to
  Demolitions Skill, depending on what the character is trying
  to do.  KS (Knowledge Skill): Explosives can help in most
  situations; Security Systems would be complementary to
  blowing up security devices.  It’s a good idea to have extra
  levels with this Skill, because if the character blows the roll
  badly enough...
  DISGUISE
  This General Skill is the ability to change a character’s
  appearance through makeup, costumes, body language,
  and facial expression.  The character can, with a successful
  roll, alter his appearance to make himself unrecognizable;
  he can also disguise himself to look like a specific person.  A
  character with this Skill can also disguise other characters.
  Disguises can be spur-of-the-moment things, like putting
  on a fake mustache, or they can require hours of preparation.
  It is more difficult to maintain a disguise over a long time (-1
  to -3), and there should also be penalties if the character tries
  to disguise himself as someone from a race that looks
  radically different from his own.  Makeup and proper props
  add +1 to +3 to the Disguise Roll.
  To spot someone wearing a disguise, an onlooker must
  make a PER Roll as a Skill vs.  Skill Roll against Disguise.
  Just because a character has Disguise doesn’t mean that
  he has the ability to effectively impersonate his subject —
  this requires Acting Skill.  Disguise Skill enables a character
  to look like someone specific, while Acting lets him act like
  someone specific.  Area Knowledge, Acting, and Mimicry
  can all be complementary to Disguise.  Failing a Disguise
  Roll means that the disguise will be obviously false if closely
  inspected.
  ELECTRONICS
  This General Skill enables the character to identify, under-
  stand, repair, and rewire electronic devices.  Note that
  electronic devices cover a wide range of technology, from a
  simple radio to an interplanetary teleporter.  The character
  needs tools to perform these operations, and usually time is
  required for any intricate operation.  The character may also
  build electronic devices from plans.  This Skill is useful for
  determining the purpose of electronic devices the characters
  may discover and for disabling such devices.
  Skills such as Bugging and some Sciences may be com-
  plementary Skills, depending on the exact function of the
  particular device.  Unsuccessful Electronics Rolls indicate
  failure or possibly even a malfunctioning device.
  
  HERO System Rulesbook
  26
  FAMILIARITY
  A character may buy Familiarity with any Characteristic-
  based, General, Knowledge, Science, or Professional Skill.
  Familiarity with a Skill costs 1 Character Point, gives the
  character a basic knowledge of the ability described, and the
  chance to perform it on an 8 or less.  The Skill Roll is an 8 or
  less for any Skill, whether or not the Skill is based on a
  Characteristic.
  The one point spent for
  the Familiarity counts to-
  ward the cost of the Skill if
  the character later buys
  the full 3 point Skill.  Thus,
  if Andarra buys Familiarity
  with Persuasion Skill for
  one point and later decides
  to buy Persuasion Skill,
  which costs 3 points, she
  need only spend 2 addi-
  tional Character Points.
  Skill Levels of any kind
  do not add to the 8 or less
  chance to perform a Famil-
  iar Skill, since the charac-
  ter doesn’t understand the
  Skill well enough to use his
  expertise.  However, the
  GM may assign Skill Modi-
  fiers to make performing a
  Familiar Skill easier; for in-
  stance, taking several
  turns should make being
  stealthy an easier task.
  FORENSIC
  MEDICINE
  This INT-based Skill lets
  the character make infer-
  ences from a corpse about
  the cause of death, how
  long the individual has
  been dead, and so forth.
  Forensic Medicine Skill
  can also tell the character
  whether the corpse was
  moved after death, how far
  the killer was standing from the victim if a gun was used at
  short range, and so on.  The ability to do an autopsy is
  included with this Skill.  A character may be able to spot
  obvious data about the corpse by just a cursory glance, but
  a full autopsy can take several hours.
  Complementary Skills may include Criminology, KS:
  Medicine, or the Sciences Biology and Anatomy.  An unsuc-
  cessful Forensic Medicine Roll usually means failure to gain
  information, but can also mean incorrect information.
  FORGERY
  This General Skill represents the ability to duplicate official
  documents, signatures, seals, magnetic codes and so forth.
  This requires time and specialized equipment in most cases,
  especially for highly technical forgeries.  The more a charac-
  ter makes the Forgery Roll by, the more time it will take to
  discover that the papers are fakes.  However, another
  character with Forgery can spot fakes (use a Skill vs.  Skill
  Roll).  Making an unsuccessful Forgery Roll does not neces-
  sarily mean that the papers will be obvious fakes; the
  examiner must make a successful INT Roll (with his own
  Forgery as a complementary Skill).  A character who fails a
  Forgery Roll will not always be aware of it, even after
  examining the forged item.
  GAMBLING
  This General Skill is the
  ability to win gambling
  games that require some
  skill, such as blackjack,
  poker, and more exotic
  games.  The more a char-
  acter makes a Gambling
  Roll by, the more the char-
  acter wins.  A character
  may also use the Gam-
  bling Skill to cheat, unless
  the cheating involves
  sleight-of-hand.
  Games with a large
  “house advantage” or
  games the character has
  never played before apply
  a negative modifier to the
  Gambling Roll.  Unsuc-
  cessful cheating may be
  spotted by anyone with a
  Perception Roll, but only
  someone else with Gam-
  bling Skill can spot a suc-
  cessful cheat.  A success-
  ful Perception Roll may be
  a complementary Skill to
  spotting a cheater.
  A character can use
  Gambling to help him bet
  more wisely in random
  games (craps, roulette,
  etc.), thus taking longer to
  lose his money.  If he is
  willing to cheat, he can ac-
  tually win at such games.
  The GM usually should
  not let Gambling Skill give the player very large wins or
  losses unless that helps advance the storyline of the game.
  HIGH SOCIETY
  This PRE-based Skill gives the character knowledge of
  upper-class culture: what clothes to wear, what are consid-
  ered sophisticated drinks, and how to mingle with royalty and
  other VIPs.  High Society Skill is very useful for the character
  that wants to get into those special parties (and get invited
  back).  This Skill varies from society to society, so Area and
  Culture Knowledge are very important complementary
  Skills.  Some cultures, especially alien ones, may be so
  strange as to give minuses (-1 to -3) to High Society rolls.
  (Andarra can’t even eat Denebian Grub flambé, much less
  do it elegantly.) High Society can make some Disguises very
  effective.  A badly failed High Society Roll can result in a
  terrible mistake at a social function.
  
  HERO System Rulesbook
   27
  INTERROGATION
  Interrogation is the ability to forcibly extract information
  from people.  A character with this PRE-based Skill knows
  how to avoid leaving marks, can judge how close a victim is
  to death or breaking, and is an expert at manipulating
  subjects into revealing the desired information.  Depending
  on his background, a character with this Skill may also have
  technical knowledge of mind control drugs, mind control
  devices, or hypnosis.  This Skill is not very heroic, and is
  found most often among villains.  Sciences or other technical
  Skills can be complementary to Interrogation.
  Interrogation Skill works against an EGO Roll as Skill vs.
  Skill.  Resistance Skill can help a victim resist Interrogation.
  INVENTOR
  This INT-based Skill enables the character to design and
  construct new devices.  To use Inventor, the character needs
  the complementary Skills in the field he is working in (for
  instance, Weaponsmith, Electronics, Physics, Biochemis-
  try, Computer Programing, and so on).  The inventor may
  design gadgets that require several Skills or Knowledges, so
  long as he has each of those particular Skills.
  Designing gadgets requires considerable time in the labo-
  ratory; the GM should decide on a reasonable time (usually
  one week or more).  The GM may allow characters with
  Inventor Skill to modify equipment or gadgets in combat.
  Such modifications should usually be fairly minor, and well
  justified by the character.  The length of time required will
  vary with the complexity of the equipment and the modifica-
  tion.
  An unsuccessful Inventor Roll can mean that the character
  doesn’t know how to make the device, or it could mean a
  laboratory accident (though that should be rare).  The GM
  should not allow characters to revolutionize society with an
  incredible invention (like gunpowder in a fantasy game),
  unless that’s exactly the kind of game the GM wants.
  KNOWLEDGE
  This Background Skill is a very general and flexible Skill.
  It includes knowledge of certain groups, places, people and
  things.
  Two points gives the character an 11 or less roll to know
  a fact about the subject.  Alternatively, characters can base
  the knowledge 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.
  Players define how specific their Knowledge Skills are.
  The more general the Knowledge title, the less the character
  will know about specifics.  For example, the Knowledge Skill
  of African Cultures (KS: African Cultures) would give a wide
  overview of African cultures.  The character could give a
  rough description of a certain African cultures, but not
  details.  If the player had chosen Knowledge Skill of one
  particular African culture (KS: Zulu Culture), then the charac-
  ter would know many details about that single culture, but not
  much about other African cultures.  KS: African Culture
  would tell the character general information about Zulu
  culture, but not much more unless the character made an
  incredible Skill Roll; even then he would get less information
  than he would with KS: Zulu Culture.  Of course, certain facts
  would be obscure, so the GM should apply appropriate
  modifiers for difficulty.
  Knowledge can be broken down into four general catego-
  ries: Groups, People, Places, and Things.  These categories
  can help determine what Knowledges a character should
  buy.
  Knowledge Skill — Groups: These would be different
  organizations or cultures, like Knowledge of the Confedera-
  tion of Planets, or Knowledge of Boston Police Department.
  This gives the character thorough knowledge of a culture or
  organization, including such things as the appropriate ges-
  tures, customs, taboos, requirements, and protocols.
  Knowledge Skill — People: This would be Knowledge of a
  type of person, or even a single person.  For instance, a
  character could have a Knowledge Skill for Magic, or Magic-
  Users, or Necromancers, or Karna Doom.  Such Knowledge
  would tell the character about individuals or (more generally)
  how such people would react to different situations (like
  being asked questions or offered money).
  Knowledge Skill — Area (Area Knowledge): This gives
  the character thorough knowledge of an area, ranging from
  an individual street in a city to an entire continent or planet.
  For large areas, this Knowledge Skill gives a character
  knowledge of the geography, major cities, politics, economy,
  etc., of that country or area.  A map or reference book, should
  he happen to have one, can add +1 to +3 to the Roll,
  depending on what knowledge the character seeks.  Of
  course, the book or map may not help if the character is
  looking for the kind of information that isn’t in books.  An
  unsuccessful Knowledge Roll usually means that the char-
  acter doesn’t know the answer to the particular question.  Of
  course, if the GM wants to be nasty, failing a Knowledge Roll
  can mean incorrect answers, which could be dangerous.
  Applying this Skill to a city gives the character thorough
  knowledge of a city’s layout, streets, spaceports, meeting
  places, fine restaurants, shortcuts, criminal areas, and im-
  portant residents.  Where Area Knowledge will give only
  general information about a city (where it is, how big it is), City
  Knowledge gives very specific information.  This Skill can
  help during chases and can cut down travel time within the
  city.
  Area Knowledge can also be applied to various terrain
  types, which is very useful for Skills like Survival or Tracking.
  Some terrain types might be Plains, Forest, Jungle, Desert,
  Tundra, Arctic, Oceans, Swamps, or Caves.  This could also
  include strange alien environments, such as planets with an
  atmosphere of chlorine gas, molten rock, or extremely high
  gravity.  Of course, the Skill could be very specific (Luray
  Caverns Knowledge) or very general (Underground Knowl-
  edge).
  Knowledge Skill — Things: This category of Knowledge
  would be anything that doesn’t fall into the other categories.
  This category does not include sciences, as they are cov-
  ered separately.  Examples include Alien Statues, Trees,
  History, Video Games, Philosophy, Religion, Skateboards,
  Horses, Thoroughbred Horses, Politics, Secret Societies,
  Tax Evasion.  The possibilities are infinite; talk to the GM
  about exactly what Knowledge would be most appropriate
  for character’s Skill.
  When buying any Knowledge Skill, try to think of your
  character’s background.  Usually, the character may have
  Knowledge Skills that help explain how he learned other
  Skills.
  
  HERO System Rulesbook
  28
  LANGUAGES
  Each player should choose a native language for his
  character.  This language the character knows for free.  The
  character is considered to know his native language well, to
  the 4 point level as described in the following table.  Learning
  other languages costs Character Points.  The table below
  describes the fluency the character gets for each point cost.
  FLUENCY COST
  Fluency
  Character Points
  Basic conversation
  1
  Fluent Conversation
  2
  Completely fluent w/accent
  3
  Idiomatic, native accent
  4
  Imitate dialects
  5
  Literacy (if not standard for society)
  +1 point
  A character without complete command of a language
  may sometimes have to make an INT Roll to understand
  some very rapid or slurred phrases in a foreign language.
  The GM should also be aware that there are usually a
  number of dialects for each language, and sometimes these
  dialects are very hard to understand, except for someone
  with an idiomatic command of the language.  In campaigns
  where literacy is unusual (like most fantasy settings), GMs
  should require PCs to spend one extra point to gain literacy
  with a given language.
  For additional realism, GMs can use the optional Lan-
  guage Table.  Using this table, the cost of learning a new
  language depends on how closely it is related to languages
  that the character already knows.  The languages connected
  by a thin box with rounded corners have 4 points of similarity.
  This means that these languages are so similar that they
  overlap.  A character with points in one of the languages in
  a 4-point similarity group has half those points in all other
  languages in that group, up to a maximum of 3 points (halves
  round down).  For instance, a character with 4 points of
  German has, effectively, 2 points of Yiddish.
  The languages enclosed by a thick box with rounded
  corners have 3 points of similarity; characters with 2 points
  in any language in that group may make an INT roll to
  understand phrases in other languages in that group.  Also,
  other languages in that group are -1 Character Point to learn
  (the minimum 1-point investment gets the character 2 points
  of effectiveness in the language).
  Languages enclosed by a thin box with square corners
  have 2 points of similarity; characters may learn such lan-
  guages at -1 Character Point cost.  Languages enclosed by
  a thick box with square corners have 1-point of similarity;
  there is no cost benefit or penalty for learning these lan-
  guages.  For languages outside this area, it costs +1 point
  (one additional point) to gain fluency with the language; that
  is, Basic Conversation costs 2 Character Points, Fluent
  Conversation costs 3 Character Points, and so on.
  Example: Fast Eddie knows English as his native lan-
  guage; he has it at the 4-point level.  He can make an INT
  Roll to try to understand people speaking in German,
  Yiddish, Dutch, or Afrikaans.  This INT Roll would be
  modified by the length of the speech, how well he heard
  the speaker, and other factors.  Eddie may learn German
  without too much trouble: for a 3 Character Point cost he
  could have 4 points of German.  This would also give
  Eddie the ability to speak Yiddish at the 2-point level.
  Eddie wants to learn to speak Swedish as well (so he
  can try to talk to Swedish women).  Since Swedish is in
  the 2-point similarity group with English, he could learn
  Swedish at the 3-point level for a 2-point expense.  Eddie,
  growing proud of his linguistic efforts, spends 1 character
  Point to learn Polish.  Since Polish has only 1-point of
  similarity to the languages he already knows, Eddie’s 1-
  point investment earns him only 1-point of language
  efficiency.  Finally, Eddie tries to learn Mandarin Chi-
  nese.  This language has no similarity to any other that
  Eddie has learned, so it costs him 3 points to earn 2
  points of language efficiency.  Now, however, Eddie can
  learn Cantonese for -1 Character Point cost, since he
  knows another language in that group (Mandarin Chi-
  nese) at 2 points.
  
  HERO System Rulesbook
   29
  MARTIAL ARTS
  Martial Arts are any form of hand-to-hand combat that
  requires training and expertise.  Martial Arts includes the fine
  dancing and dodging of aikido, the hammer and tongs of
  boxing, and rough and tumble dirty infighting.  The Martial
  Arts rules can also be used for advanced weapon-fighting
  techniques like Fencing.
  Characters can buy individual maneuvers as listed on the
  Martial Maneuvers Table.  Or a group of maneuvers can be
  purchased to represent an entire Martial Art.
  The Martial Arts are broken down into separate maneu-
  vers.  This is because there are many, many different Martial
  Arts and Martial maneuvers; however, for game purposes
  these distinctions are relatively unimportant — a karate kick
  and a boxing hook both use the attacker’s Strength to do
  damage.  Thus most Martial Arts can be defined by a limited
  number of maneuvers.
  This is not to say that these maneuvers are identical — just
  that they function similarly in a game sense.  Thus a boxing
  hook and a karate kick might both be an “Offensive Strike”
  using these rules.  But they are very different in real terms.
  A GM might even give small modifiers for circumstances
  based on the special effects of the maneuver.  (A boxer
  couldn’t use a hook while his arms were tied; a karate master
  couldn’t kick while on a slippery floor.) For more details, see
  Special Effects.
  LIP READING
  This General Skill enables the character to read some-
  one’s lips in order to tell what he is saying.  A Perception Roll
  is necessary to properly see someone’s lips.  If the character
  knows other languages, he can read lips speaking in those
  languages.
  Failing a Lip Reading roll usually means that the conver-
  sation was not understood, possibly because the person
  turned or hid his mouth.  A large beard, mustache, or other
  facial obscurement can mean a -1 to -3 modifier to the roll,
  or even make Lip Reading impossible.
  LOCKPICKING
  This DEX-based Skill allows the character to open key,
  combination, electronic, and magnetic locks.  The character
  must have lockpicks or other equipment in order to use the
  Skill.  It is possible to use objects such as hairpins or credit
  cards as lockpicks, but the GM should assign minuses to the
  roll.  Some locks may be particularly tricky, and have an
  electronic alarm system of some type connected to the lock
  or the door.  Disabling an alarm requires Security Systems
  Skill.  Difficult locks can be a -1 to a -5 modifier to the Lock-
  picking Skill Roll.  Mechanic Skill is a complementary Skill for
  picking key and combination locks; Electronics is a comple-
  mentary Skill for picking electronic and magnetic locks.
  An unsuccessful Lockpicking Roll can mean a jammed
  lock, an alarm going off, or even a broken lockpick, though
  usually it just means that the lock was too tough.  An expert
  can pick a lock in an amazingly short time — just as fast as
  using a key.
  Latvian
  Lithuanian
  Italian
  Sardinian
  Rumanian
  Catalan
  Portugese
  Spanish
  French
  Latin
  Estonian
  Finnish
  Hungarian
  Turkish
  Mongol
  Basque
  Georgian
  Japanese
  Korean
  Swahili
  Danish
  Norwegian
  Swedish
  German
  Yiddish
  Afrikaans
  Dutch
  English
  Greek
  Mandarin
  Cantonese
  Fukienese
  Hakka
  Wu
  Burmese
  Thai
  Ancient Mayan
  Native Languages
  Gaelic
  Welsh
  Hindustani
  Nepalese
  Punjabi
  Romany
  Sinhalese
  Bengali
  Armenian
  Albanian
  Indonesian
  Malay
  Javanese
  Sundanese
  Tagalog
  Telugu
  Malayalam
  Tamil
  Byelorussian
  Russian
  Ukrainian
  Czechoslovakian
  Polish
  Bulgarian
  Macedonian
  Serbo-Croatian
  Slovenian
  Persian
  Arabic
  Hebrew
  Berber
  Hausa
  Cambodian
  Vietnamese
  
  HERO System Rulesbook
  30
  Weapon Groups
  Common Melee Weapons:
  Unarmed Combat
  Club
  Axes, Maces and Picks
  Pole Arms
  Swords
  Two-handed Weapons
  Uncommon Melee Weapons
  Flails
  Lances
  Quarterstaff
  Whip
  Example: Sipristi, a ninja assassin, has just bought
  several maneuvers to represent her hand-to-hand ninjitsu.
  Her base “Weapon Group” is unarmed combat; Sipristi
  can perform the maneuvers only with her bare hands.
  For +1 Character Point, she can perform the maneuvers
  with swords, for +1 additional point, she can perform the
  maneuvers with Pole Arms.  She can now perform her
  Offensive Strike with her bare hand, her katana, or a
  naginata.
  Special Maneuvers
  Sometimes a maneuver has special effects that cannot be
  simulated by any of the maneuvers on the table.  In this case
  the character should try to simulate the maneuver with
  Powers and Power Modifiers.  Such “maneuvers” do not
  count toward the 10 Character Point minimum, and  must be
  expressly permitted by the GM.
  Example: Flying Lotus is designing his own Martial
  Arts Style and has decided that one of the maneuvers
  should be a double strike to both his opponent’s ears.
  This sounds like a Flash, so the character buys 2d6 Flash
  against the Hearing Sense Group, with the Power Limi-
  tation “No Range”.  This attack would allow the character
  to box his opponent’s ears, temporarily deafening him.
  Since this fits into the Martial Arts style, the GM ap-
  proves.
  Package Deals
  Characters do  not normally receive a Package Bonus for
  Martial Arts.  However, if a character creates a package
  where there are several noncombat Skills in addition to the
  listed maneuvers, then the GM may give him a Package Deal
  Bonus (see Package Deal) for the non-combat skills.
  Example: Dmitri Ironjaw wants to be the greatest boxer
  in the Motherland.  He purchases a Defensive Strike
  (Jab), an Offensive Strike (Hook), and Martial Block
  (Block).  This costs 14 Points.  Dmitri also BUYS Profes-
  sional Skill: Prizefighter, Knowledge Skill: Boxing Lore,
  Knowledge Skill: Boxing Styles, Perk: Passport, and
  Paramedic.  This package totals 10 points, and earns
  Dmitri a Package Deal, saving him 2 Character Points.
  GMs should encourage players to describe the Martial
  Arts in detail and to describe the special effects of their
  maneuvers.  Not only does this result in a better simulation,
  it makes combat more exciting and fun.
  To buy Martial Arts, a character should decide what style
  he would like to use.  This does not have to be one of those
  listed; the GM is encouraged to design new ones to repre-
  sent the particular cultures in his campaign.  Even if the
  character is learning one of the listed styles, he can still pick
  and choose from the whole list of maneuvers; the maneuvers
  listed under each fighting style are only suggestions.
  The only restriction is that the character must choose a
  minimum of 10 Character Points of maneuvers; these can
  come from as few as two 5-point maneuvers.  There is no
  maximum on the number of points a character can spend on
  maneuvers.
  Weapon Groups
  When buying his martial arts, the character must decide
  what weapons (if any) the fighting style is associated
  with.  The Package Deals have appropriate weapons
  listed.  The categories of weapons are listed on the
  weapon familiarity table; the relevant portions of the table
  have been reprinted below for your convenience.  Most
  martial arts are bought for use with the “unarmed com-
  bat” group, but others could be bought specifically for use
  with a weapon (like fencing bought for use with swords).
  To buy martial arts with a different Weapon Group costs
  +1 Character Point for a different weapon; unlike
  Weapon Familiarity, the character cannot buy martial
  arts with the larger categories.  Martial Arts can never be
  bought for use with ranged weapons.  The GM should
  feel free to restrict the types of weapons available to a
  given martial art.
  
  HERO System Rulesbook
   31
  MARTIAL MANEUVERS TABLE
  Maneuver
  Phase
  Cost
  OCV
  DCV
  Damage/Effect
  Defensive Strike
  1/2
  5
  +1
  +3
  STR Strike
  Martial Strike
  1/2
  4
  0
  +2
  STR+2d6, Strike
  Offensive Strike
  1/2
  5
  -2
  +1
  STR +4d6, Strike
  Martial Block
  1/2
  4
  +2
  +2
  Block, Abort
  Martial Dodge
  1/2
  4
  —
  +5
  Dodge, Affects all attacks, Abort
  Martial Throw
  1/2
  3
  +0
  +1
  STR + v/5;opponent falls
  Nerve Strike
  1/2
  4
  -1
  +1
  2d6 NND1
  Choke Hold
  1/2
  5
  -2
  0
  Grab, 2d6 NND2
  Killing Strike
  1/2
  4
  -2
  0
  1/2d6 HKA
  Sacrifice Throw
  1/2
  3
  +2
  +1
  STR; you fall and opponent falls
  Martial Disarm
  1/2
  4
  -1
  +1
  Disarm, +10 STR to Roll
  Martial Escape
  var
  4
  0
  0
  +15 STR vs. Grabs
  Martial Grab
  1/2
  3
  -1
  -1
  Grab, +10 to STR for hold only (not damage)
  +1 DC for all normal M-arts attacks
  4
  Extra Weapons (see Weapon Familiarity) 1+
  No Normal Defense: The target gets no PD or ED versus
  the STUN of this attack.  The attack does only STUN,
  not BODY.  The defense for NND1 is wearing solid
  armor, or having Lack of Weakness.  The defense for
  NND2 is having solid armor on the neck, or not having
  to breathe.
  Opponent Falls: The opponent automatically falls down
  after a successful attack.
  You Fall: The attacker falls down after making this attack,
  regardless of whether the attack was successful.
  +1 DC (Damage Class): This option is limited to charac-
  ters in superheroic campaigns; characters in heroic
  campaigns can only buy this with special permission
  from the GM.  This allows the character to increase the
  damage and/or efficiency of his martial arts.  Each
  additional +1DC will add +1d6 of damage to a martial
  attack that does normal damage or +1/2 d6 for a martial
  attack that does NND damage.  Each +2 DC will add 1
  Damage Class to a martial attack that does killing
  damage.  Each +1 DC will also add +5 to the calculated
  STR for Martial Grabs, Disarms, and Escapes.  The
  additional DCs have no effect on purely defensive
  maneuvers like Martial Block and Martial Dodge.
  Example: Flying Lotus has a 20 STR and has bought
  bought a Martial Strike, A Martial Escape, and a Martial
  Dodge, for 12 Character Points.  He also bought +3
  DCs, for 12 Character Points.  His Martial Strike now
  does STR + 2d6 + 3d6, for a total of 9d6.  His Martial
  Escape gives him a STR (to get out of Grabs) of STR
  + 15 +15 = 50.  His Martial Dodge is unaffected by the
  DCs.
  STR: The STR listed under the DMG (damage) column
  means that the maneuver does the character’s
  Strength damage in normal dice (STR/5 in dice).  If a
  number is listed, like “+2d6”, then that is the number of
  d6 added to the damage done by the maneuver.  If the
  martial art involves the use of a weapon, this d6 is
  applied as half the equivalent of DCs.
  Example: The Marquis of Avignon has purchased
  Fencing for use with his rapier.  He performs a Lunge
  (Martial Strike).  This gives him +0 OCV and +2 DCV.
  In addition, he receives +2d6; this translates to +1 DC
  with his rapier.
  Block: This prevents the opponent’s attack from hitting the
  target, and sets up the defender to strike first on the next
  Phase.  A Block requires the character blocking to
  compare his OCV to the opponent’s OCV, rather than
  DCV.  Once a character has decided to Block, he can
  block multiple attacks in a single Phase (see Block).
  Abort: The character can abort his next Phase to perform
  this maneuver on a segment not normally his Phase
  (see Combat and Adventuring).
  Disarm: Attempts to knock any one-handed weapon or
  Accessible Focus from opponent’s grasp.
  Dodge: The dodging character may not attack, but gets a
  DCV bonus.
  Grab: The grabbed character may be thrown around or
  dashed to the floor.
  Killing: Attack does killing damage.  The character may
  add his STR to the damage as per a normal HKA.  To
  increased the DC of a Killing Strike is twice as expen-
  sive (+1 DC for every 2 DCs that the other maneuvers
  are increased).
  Example: Kato buys a Killing Strike as his karate chop.
  This costs him 5 points, and earns him a 1/2d6 HKA
  (1d6+1 with STR).  To raise the attack by one DC to a
  1d6 HKA, he would have to spend 8 Character Points.
  SHORT EXPLANATION OF TERMS
  (for more explanation, see Fighting)
  
  HERO System Rulesbook
  32
  COMMANDO TRAINING
  Commando Training is a mixture of different maneu-
  vers from many martial arts.  It is not a true martial art,
  but does give its user a variety of options.
  Recommended Maneuvers
  Boxing Cross ............. (Martial Strike — 4 Points)
  Aikido Throw .............. (Martial Throw — 3 Points)
  Karate Chop............... (Killing Strike — 4 Points)
  Choke ........................ (Choke Hold— 5 Points)
  Judo Disarm............... (Martial Disarm— 4 Points)
  Kung Fu Block ........... (Martial Block— 4 Points)
  Special Skills
  Breakfall
  DIRTY INFIGHTING
  Dirty Infighting isn’t a classic martial art; rather, it is a
  Skill for fighting in less than ideal circumstances.
  Recommended Maneuvers
  Punch......................... (Martial Strike — 4 Points)
  Roundhouse .............. (Offensive Strike — 5 Points)
  Low Blow ................... (NerveStrike — 4 Points)
  Disarm ....................... (Martial Disarm— 4 Points)
  Kidney Blow ............... (Killing Strike— 4 Points)
  Special Skills
  Streetwise
  FAM w/Common Melee Weapons
  JIU-JITSU
  Jiu-jitsu, or its limited form Judo, is a defensive form
  consisting mainly of throws and holds.  The character
  slams his opponent to the ground or applies a choke
  hold in combat.
  Recommended Maneuvers
  Slam........................... (Martial Throw— 3 Points)
  Choke Hold ................ (Choke Hold — 5 Points)
  Sacrifice Throw .......... (Sacrifice Throw — 3 Points)
  Disarm ....................... (Martial Disarm— 4 Points)
  Escape....................... (Martial Escape— 4 Points)
  Special Skills
  Breakfall
  KARATE
  Karate is a straight-forward martial art, designed to put
  an opponent down as quickly as possible.
  Recommended Maneuvers
  Punch......................... (Martial Strike — 4 Points)
  Kick ............................ (Offensive Strike — 5 Points)
  Block.......................... (Martial Block— 4 Points)
  Chop .......................... (Killing Strike— 4 Points)
  Disarm ....................... (Martial Disarm— 4 Points)
  Dodge ........................ (Martial Dodge— 4 Points)
  Special Skills
  KS: Karate
  FAM w/Common Melee Weapons
  These Packages represent many of the classic Martial
  Arts.  Characters do not have to purchase all of the
  items listed to call themselves an expert in that Martial
  Art.  If you buy at least 10 points of maneuvers in that art,
  and buy a Knowledge Skill for the art, than you can
  consider yourself a “black belt” or the equivalent.  True
  mastery of the art requires buying all of the Skills and
  Maneuvers listed, and probably several Combat Skill
  Levels with that style.
  CLASSIC COMIC BOOK
  This is the generic martial art practiced by many “martial
  artists” in comic books; it can be used to simulate a wide
  variety of special effects.  GMs who want to keep martial
  arts simple can use this for all martial artists.
  Recommended Maneuvers
  Punch......................... (Martial Strike — 4 Points)
  Kick ............................ (Offensive Strike — 5 Points)
  Block .......................... (Martial Block — 4 Points)
  Throw......................... (Martial Throw — 3 Points)
  Dodge ........................ (Martial Dodge — 4 Points)
  Special Skills
  Breakfall
  FAM w/Common Melee Weapons
  AIKIDO
  This is a generally defensive art that uses the oppo-
  nent’s energy against him.  Aikido contains many circu-
  lar motions that the character uses to direct an attacker
  to a position of disadvantage.
  Recommended Maneuvers
  Throw......................... (Martial Throw — 3 Points)
  Hold ........................... (Martial Grab — 3 Points)
  Strike.......................... (Defensive Strike — 5 Points)
  Dodge ........................ (Martial Dodge — 4 Points)
  Escape....................... (Martial Escape — 4 Points)
  Special Skills
  Breakfall
  FAM w/Common Melee Weapons
  KS: Aikido
  BOXING
  Boxing is normally used in a sporting arena and is a
  straight-forward Martial Art.  A boxer can be very
  effective so long as the battle consists of upright punches.
  A boxer may find himself at a disadvantage against a
  well rounded martial artist because of his lack of throws,
  holds, and other special maneuvers.
  Recommended Maneuvers
  Jab ............................. (Defensive Strike — 5 Points)
  Hook .......................... (Offensive Strike — 5 Points)
  Block .......................... (Martial Block — 4 Points)
  Clinch......................... (Martial Grab— 4 Points)
  Cross ......................... (Martial Strike— 4 Points)
  Special Skills
  KS: Boxing
  Paramedic
  MARTIAL ARTS STYLES
  
  HERO System Rulesbook
   33
  KUNG FU
  Kung Fu is a broader Martial Art than Karate, concen-
  trating less on strikes and more on flexibility.  There are
  hundreds of styles of Kung Fu.
  Recommended Maneuvers
  Punch......................... (Martial Strike — 4 Points)
  Block .......................... (Martial Block — 4 Points)
  Throw......................... (Martial Throw — 3 Points)
  Disarm ....................... (Martial Disarm — 4 Points)
  Dodge ........................ (Martial Dodge — 4 Points)
  Special Skills
  KS: Kung Fu
  FAM W/ Common Melee Weapons
  Breakfall
  NINJITSU
  Ninjitsu is the martial art practiced by the Japanese
  Ninja.  It concentrates using stealth to achieve surprise,
  and then taking out the opponent as quickly as possible.
  Recommended Maneuvers
  Strike.......................... (Martial Strike — 4 Points)
  Back Kick ................... (Defensive Strike— 5 Points)
  Nerve Pinch ............... (Nerve Strike — 4 Points)
  Escape....................... (Martial Escape— 4 Points)
  Chop .......................... (Killing Strike — 4 Points)
  Special Skills
  KS: Ninjutsu
  FAM W/ Common Melee Weapons
  Stealth
  Climbing
  SAVATE
  Savate (boxe Francais savate) is the French martial art
  which concentrates on kicks with a few hand-strikes.
  Recommended Maneuvers
  Back kick.................... (Defensive Strike — 4 Points)
  Coup de pied bas,
     low kick ................... (Martial Block — 4 Points)
  Coup di pied chasse,
     side kick .................. (Offensive Strike — 5 Points)
  Block .......................... (Martial Block— 4 Points)
  Disarm ....................... (Martial Disarm— 4 Points)
  Special Skills
  KS: Savate
  WRESTLING
  Wrestling, one of the oldest Martial Arts, concentrates
  on bringing an opponent to the ground and holding him
  there.  Wrestling can be a serious Martial Art — or as
  melodramatic as the popularized wrestling seen on TV.
  Recommended Maneuvers
  Slam........................... (Martial Throw— 3 Points)
  Take Down................. (Sacrifice Throw — 3 Points)
  Escape....................... (Martial Escape— 4 Points)
  Hold ........................... (Martial Grab— 3 Points)
  Choke ........................ (Choke Hold — 5 Points)
  Reversal..................... (Martial Block— 4 Points)
  Special Skills
  Breakfall
  FENCING
  Fencing is the art of swordfighting.  A character cannot
  use any of the maneuvers without  a weapon, although a
  GM might let a character perform some of the defensive
  maneuvers (parry) with weapon other than a sword. All the
  maneuvers listed add to the damage the character does
  with his sword; each +2d6 adds +1 DC. Fencing should be
  used as an example of how a character can design a
  weapon-based martial art (like Kendo).
  Recommended Maneuvers
  Thrust......................... (DefensiveStrike — 5 Points)
  Lunge......................... (Martial Strike— 4 Points)
  Slash.......................... (Offensive Strike— 5 Points)
  Parry .......................... (Martial Block— 4 Points)
  Disarm ....................... (Martial Disarm— 4 Points)
  Special Skills
  KS: Fencing
  FAM W/ FencingWeapons
  KS: Fencers
  ORIGINAL MARTIAL ARTS
  This is a design-your-own category.  The GM should
  make an effort to create a unifying special effect that all the
  maneuvers follow, and then choose the appropriate ma-
  neuvers from the overall list.  Players may design a Martial
  Art for their character, but all such original Martial Arts
  Styles must be approved by the GM.
  Example: Nexus 7, a native of the planet Bandar,
  wants to create a unique Bandarian Martial Art, Ban-
  darian Kick Boxing. The character decides that the
  goal of a Bandarian kick-boxer is to knock his opponent
  out — fast. The martial art, therefore, does not have
  many defenses, and concentrates on various attacks.
  Nexus 7 buys a Long Kick (Martial Strike — 4 Points),
  a Roundhouse Kick (Offensive Strike — 5 Points), a
  Extended Toe Nerve Kick (Nerve Strike — 4 Points),
  and the dreaded Iron-leg Knee Kick (Killing Strike — 4
  Points). Nexus 7 has a Martial Art that is entirely
  offensive; a battle between two Bandarian kick-boxers
  would be brutal, bloody, and short.
  MARTIAL ARTS STYLES
  
  HERO System Rulesbook
  34
  MECHANICS
  The character is skilled with mechanical devices and
  knows how to repair, replace, and build them.   This General
  Skill also allows a character to modify a mechanical device;
  for example, a character could modify an automobile engine
  to power a boat.  Tools of some sort are almost always
  necessary to perform Mechanics Skill.
  Of course, Knowledge Skill of the particular mechanism
  would be a complementary Skill.  An unsuccessful Mechan-
  ics Roll usually means inability to perform the task, but can
  sometimes mean that the device fails later under stress.
  NAVIGATION
  Navigation enables a character to determine his location.
  This General Skill also lets the character plot efficient
  courses between two points.  This can be done by a variety
  of methods, ranging from astronomical triangulation to dead
  reckoning.  Alternatively, the character could use the loca-
  tion of planets, stars, nebulae and other astronomical ob-
  jects.  A successful roll will enable the character to determine
  precisely where he is.  The character would receive a penalty
  for bad conditions like a cloudy night, lack of landmarks,
  unfamiliar stars, etc.  Appropriate Knowledge Skills and Area
  Knowledges are complementary to the Navigation Roll.
  Navigation is extremely useful for characters charting un-
  known regions or who want to find their way home when lost.
  ORATORY
  This PRE-based Skill represents the ability to speak to a
  audience and to deliver a convincing presentation.  A good
  orator knows how to modulate his voice, use body language,
  and how to speak to his audience.  He also knows if he is
  losing his audience, and can ad-lib before a crowd.  Modifiers
  are important for this Skill.  If the crowd is attentive, or if they
  want to hear the speaker, allow a positive modifier (+1 to +3).
  Conversely, if the crowd is skeptical or hostile, or if the
  speaker is heckled, the GM should apply as negative modi-
  fier (-1 to -3).  A successful roll indicates that the speaker has
  held the attention of the audience and convinced them to
  think about what he was saying.  If the roll is exceptional, the
  orator has swayed the crowd behind his line of reasoning.  A
  skilled speaker can be very convincing.
  MIMICRY
  Mimicry is the ability to perfectly imitate someone else’s
  voice.  This General Skill can be quite helpful to a successful
  disguise; it may be used as a complementary Skill to Dis-
  guise.  This Skill is especially useful to fool someone over the
  radio or the telephone, since the poorer quality of the sound
  reproduction can add +1 or +2 to the Skill Roll.  Imitating the
  opposite sex or a radically different voice is -1 to -3 (or more)
  to the Mimicry Roll.  The chance to detect Mimicry is a
  hearing Perception Roll vs.  the Mimicry Roll, like Skill vs
  Skill.
  The longer the speech, the greater the chance of making
  a mistake (-1 to -3).  Using Mimicry while speaking a foreign
  language is -1 to -3, unless the character has 4 points or
  more fluency.  Noisy surroundings, short speeches, or
  whispers can help the Mimicry Roll (+1 to +3).  Failing a
  Mimicry Roll means that the deception is immediately obvi-
  ous, if the voice is known to the observers.
  
  HERO System Rulesbook
   35
  Oratory helps characters make effective Presence At-
  tacks on large groups.  If the character makes an Oratory
  Skill Roll, add +1d6 to the Presence attack.  If the character
  rolls under half, add +2d6.
  Oratory does not help characters argue — it is only useful
  when the audience is not talking back.  Characters who want
  to be able to lie convincingly or argue effectively should buy
  Persuasion.
  PARAMEDIC
  This INT-based Skill en-
  ables the character to stop
  bleeding, repair damage, and
  generally keep someone
  alive.  A character at zero
  BODY is dying (see Bleeding).
  A character with Paramedic
  may keep an injured person
  alive with a Paramedic Roll.
  (GMs who desire additional
  realism may require the para-
  medic to make this roll at -1 for
  every 2 BODY the injured indi-
  vidual is below zero BODY).
  Successful performance of
  this Skill takes at least a full
  Phase, and the character may
  wish to take more time in order
  to get a bonus to the roll (see
  Skill Modifiers).
  To be a licensed doctor, the
  character must also buy
  Knowledge Skill: Medicine
  (which costs 2 Character
  Points; see Background
  Skills); and the Perk: Licensed
  MD.  The difference between
  being a paramedic and being a
  doctor is that a paramedic pro-
  vides immediate, emergency
  care, while a doctor provides
  long-term cures.  Unsuccessful Paramedic Rolls may mean
  that stopping the bleeding is beyond the capacity of the
  character.
  When using Paramedic on unfamiliar races, there may be
  penalties of -1 to -3, depending on how different the race is.
  For example, if Chiron (a thief in a fantasy campaign) tried to
  save a Dwarf from dying, the GM might give him a -1 on his
  roll.
  PERSUASION
  This PRE-based Skill is the ability to convince, persuade,
  or influence individuals.  This ability is normally only used on
  NPCs.  Players are usually allowed more latitude with their
  decisions.  However, a successful Persuasion roll should
  make the player character much more inclined to believe the
  speaker.  This also includes the ability to tell a believable lie.
  Modifiers are very important to this Skill.  If the victim wants
  to believe, the GM should give the character at least +3 to the
  Persuasion roll.  Some alien races may be incapable of lying,
  and, believing others to be the same, may be very gullible.  Of
  course, the more outrageous and unbelievable the lie is, the
  more negative modifiers the GM should attach to the roll.
  Other circumstances may modify the Persuasion Roll.
  Use the modifiers listed under Presence Attacks as a modi-
  fier to the Persuasion Roll (i.e., a +2d6 modifier would equal
  a +2 Skill Roll modifier).
  PROFESSIONAL SKILLS
  This Background Skill gives the character the ability to
  perform a certain profession.
  Whereas Knowledge Skills
  give the character knowledge
  of how or why something
  works, a Professional Skill
  gives the character the ability
  to do it.  For example, a char-
  acter with KS: Plumbing
  knows generally how plumb-
  ing works, what the history of
  plumbing is like, how much
  plumbers earn on a yearly
  basis, and so forth.  A charac-
  ter with PS: Plumbing might
  not understand the intricacies
  of water pressure and water
  flow friction, but he could fix a
  broken pipe.  A character
  could even have a Knowl-
  edge Skill and a Professional
  Skill of the same subject, to
  reflect both a theoretical and
  practical knowledge.  Knowl-
  edge of certain things implies
  an ability to use that thing (for
  example, PS: Oil Drilling lets
  you operate an oil rig.)
  Two points gives the char-
  acter an 11 or less roll to be
  able to perform the given Skill.
  Alternately, characters can
  base the knowledge 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.
  The list of Professional Skills is limitless.  Examples
  include Accountant, Actor, Armorer, Artist, Beekeeper, Black-
  smith, Brain Surgeon, Butcher, Campaign Manager, Car-
  penter, Cobbler, Construction Worker, Cook, Dentist, Dog-
  catcher, Electrician, Fisherman, Game Editor, Goldsmith,
  Hockey Player, Innkeeper, Jester, Jeweler, Knight, Laborer,
  Mason, Messenger, Musician, Newscaster, Operator, Park
  Ranger, Photographer, Plumber, Policeman, Priest, Queen,
  Reporter, Secretary, Student, Taxi Driver, Undertaker, Va-
  let, Waiter, X-ray Technician, Yeoman, Zookeeper.
  
  HERO System Rulesbook
  36
  RANGE SKILL LEVELS
  A character can buy Skill Levels that only reduce the range
  penalties of ranged attacks.  Range Skill Levels function as
  a bonus to the character’s OCV that can only be used to
  offset range penalties.  They have no value at point-blank
  range, and cannot be used for any of the options for normal
  Combat Skill Levels. To determine the cost of a Range Skill
  Level, simply move up one category on the table. Thus, to
  buy a +1 Range Skill Level with all ranged combat costs 3
  Character Points, to buy a +1 Range Skill Level with a tight
  group costs 2 Character Points. If a character would like to
  buy a +1 Range Skill Level with a single attack (normally a
  2 point Combat Skill Level), then the cost is 1 1/2 Character
  Points, or 3 Character Points for +2 Range Skill Level.
  RIDING
  This DEX-based Skill enables a character to ride a living
  creature under difficult circumstances.  The character can
  ride his mount under rough conditions; he can fight mounted.
  The character can ride under normal conditions with no roll.
  The Riding Skill Roll should be made whenever the charac-
  ter is attempting maneuvers such as jumps, trick moves,
  leaping onto the beast, or similarly difficult tasks.  Failure to
  make this roll means that the maneuver did not succeed, with
  possible bad consequences for the rider, like falling off and
  getting hurt.
  A character with Riding is already familiar with one group
  of riding beasts; if he would like to be able to ride other types
  of creatures, he should buy Familiarity with those creatures
  (see Transport Familiarity).  A character with Riding can take
  care of all riding animals he is familiar with.
  RANGE SKILL LEVEL
  Cost
  Application
  1 1/2
  +1 to offset range with any
  single attack
  2
  +1 to offset range with any
  three maneuvers or tight
  group (+1 with pistols)
  3
  +1 to offset range penalties
  with all ranged attacks
  Example: Randall Irons would like to be
  exceptionally good at shooting distant tar-
  gets with pistols (to reflect his steady
  hand).  He decides to buy some Range
  Skill Levels.  The cost for a +1 Range Skill
  Level with pistols is 2 points (since a
  Combat Skill Level with pistols is 3 points).
  Randall spends 6 Character Points, and
  receives a +3 to his OCV when using
  pistols — only to offset range penalties.
  Later, Randall is in a gunfight at a range of
  9".  This would normally be a -2 to his
  OCV, but because he has the Range Skill
  Levels, Randall suffers no penalty.  How-
  ever, he receives no direct bonus to his
  OCV, regardless of how close his oppo-
  nent gets.
  The smallest Range Skill Level that can
  have a Limitation is a 3 point level.  This
  Corresponds to the 5 point Combat Skill
  Level.  Thus a character wanted to create a
  gun that was accurate to a great range, he
  would have to pay 3 Character Points for a
  +1 that could only be used to offset range
  penalties.  (This cost could be reduced by
  Power Limitations, of course.)
  
  HERO System Rulesbook
   37
  SCIENCE SKILLS
  These Background Skills give a character a solid grasp
  and working knowledge of a certain type of science.  A
  Science Skill thus functions as a combination of both a
  Professional Skill and a Knowledge Skill.  Characters with a
  Science Skill are assumed to have a working knowledge of
  the equipment of their trade.  If characters attempt to perform
  a Science without adequate equipment or time, the GM may
  apply modifiers of -1 to -5 to the character’s roll.  The GM may
  give positive modifiers for excellent equipment.  Usually,
  characters may carry a “field bag” with some basic equip-
  ment (enough to perform simple experiments without a
  penalty).
  Science Skills cost 2 points for a base roll of 11-.  Alter-
  nately, characters can base the Science Skill 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.
  Characters may not take a Science that exactly duplicates
  another Skill presently in the game (like Computer Program-
  ing), although Skills often partly overlap.  Characters need
  not buy a general category of science before buying a
  specific science (a character doesn’t have to buy Chemistry
  before buying Biochemistry).
  A character with a specific science has a vague knowl-
  edge of the general science, and vice versa.  For example,
  a player with Microbiology knows a lot about microscopic
  organisms, and general facts about Biology.
  Sciences include: Archaeology, Astronomy, Bacteriology,
  Biochemistry, Biology, Biophysics, Botany, Chemistry, Ecol-
  ogy, Exobiology, Genetics, Geology, Hydrology, Inorganic
  Chemistry, Marine Biology, Mathematics, Medicine, Metal-
  lurgy, Microbiology, Molecular Biology, Nuclear Physics,
  Organic Chemistry, Paleontology, Pharmacology, Physics,
  Psychology, Robotics, Sociology, Subatomic Physics, Vet-
  erinary Medicine, Zoology.
  SECURITY SYSTEMS
  This INT-based Skill gives the character the ability to
  recognize and evade various types of alarms and traps.  The
  character also knows how to set up alarms and traps, given
  the proper time and equipment.  These alarms include such
  things as electric eyes, sonar, retina print sensors, voiceprint
  analyzers, tripwires, or pressure plates.  The character may
  need equipment for dealing with certain Security Systems.
  Complementary Skills could include Electronics, Mechan-
  ics, or Computer Programing, according to the type of alarm.
  A Concealment Roll might be necessary to find alarms and
  traps that are carefully hidden.  Alarms can be very compli-
  cated, with several backup alarms, so a -1 to -5 modifier is not
  unreasonable.  An unsuccessful roll may mean merely a
  failure, but if the character fails the roll badly, the alarm
  should go off.
  SEDUCTION
  This PRE-based Skill is the ability to gain others’ trust by
  offering companionship or favors.  Circumstances have a
  great effect on this roll.  A Comeliness Roll may be consid-
  ered complementary to this Skill, although Comeliness may
  be race or culture specific.  Also, Seduction is not based just
  on looks, but also on manner and personality.  A successful
  Seduction usually makes it easier to learn information or gain
  favors from the victim.
  This Skill is normally for use on NPCs; a player should be
  given more control over his character’s actions.  The GM
  may rule that Seduction can be used on a player character
  when it fits his Disadvantages or personality.  An unsuccess-
  ful Seduction Roll usually means that the attempt was
  unsuccessful, although an exceptionally bad roll could indi-
  cate that the victim of such an attempt finds the character
  vulgar or distasteful aND BECOMES COmpletely uninter-
  ested in him.
  
  HERO System Rulesbook
  38
  SHADOWING
  This General Skill is the ability to subtly follow someone.
  Different circumstances can modify the roll tremendously.
  For example, following someone in a desert without being
  seen is very difficult, and would give negative modifiers (-1
  to -5).  Conversely, following someone in a busy airport
  would be easy (+1 to +3).  The person doing the Shadowing
  should make a new roll when the subject does something to
  lose the tail — like changing taxicabs or entering a store and
  running out the back door.  Failing a Shadowing roll means
  that the follower lost the subject, or must do something
  obvious to keep tailing.  Shadowing can be done on foot or
  from a vehicle.
  Shadowing also gives a character the ability to spot and
  lose a tail.  If the tail failed the Shadowing roll, the subject only
  needs a successful Perception or Shadowing roll (whichever
  is higher) to spot the tail.  If the tail made the Shadowing roll,
  the GM should perform a Skill vs.  Skill check, with both
  characters using their Shadowing Skill.
  City Knowledge and Area Knowledge may be comple-
  mentary Skills to Shadowing.
  SKILL LEVELS
  Skill Levels give pluses to related Skills.  An extra +1 with
  related Skills may be purchased as explained on the table
  below.  A Skill Level can only be applied to one task at a time.
  A character can change the application of his Skill Levels as
  a 0 Phase action.
  Skill Levels
  Character Pts.
  Type of Level
  3 pts.
  +1 with any three related Skills
  (e.g., +1 with Culture, High Society,
  and Seduction; +1 with Mechanic,
  Security Systems, Lockpicking, etc.)
  5 pts.
  +1 with a group of similar Skills
  (e.g., +1 with all DEX- based Skills;
  +1 with all INT-based Skills, etc.)
  10 pts.
  +1 overall level
  (i.e., +1 with any Skill Roll).  An
  Overall Level can also be used as a
  Combat Skill Level.
  Note that these Skill Levels do not apply to Combat Skills,
  except for Overall Levels.   Also, Skills may be related without
  being in the same category.  The GM is the final judge of
  whether or not Skills are related.
  SLEIGHT OF HAND
  This is the ability to palm items, fool the eye, perform magic
  tricks, etc.  This DEX-based Skill is useful for getting a
  weapon into a character’s hand without being seen, or for
  subtly transferring objects to someone else.  Large objects
  (anything bigger than a small pistol) are, of course, more
  difficult to palm (-1 to -5).
  Sleight of Hand can also be used to pick pockets.  When
  picking pockets, use Sleight of Hand versus a Perception
  Roll as a Skill vs.  Skill comparison.  An unsuccessful Sleight
  of Hand Roll doesn’t necessarily mean that the character’s
  action was spotted; other characters must make a PER Roll
  to spot the motion.
  STEALTH
  Stealth is the ability to hide in shadows, move silently or
  avoid detection in combat conditions.  Use a Stealth roll
  versus the Perception Rolls of those attempting to find the
  character in a Skill vs.  Skill comparison (see Perception
  Rolls).  If the character wants to hide, he should use his
  Concealment Skill.
  A character who is carrying a heavy burden will find it
  harder to be Stealthy (-1 to -3).  Good conditions for Stealth
  would be loud background noise and dark, crowded areas.
  A failed Stealth Roll doesn’t necessarily mean that the
  character was seen; use the system outlined under Percep-
  tion Rolls.  Stealth is usually an Everyman Skill, so most
  characters have a chance to be Stealthy on an 8 or less.
  STREETWISE
  This PRE-based Skill gives the character knowledge of
  the seamy side of civilization: he knows how to find the black
  market, talk to thugs, gain information, and so on.  Not
  knowing the language makes this much more difficult, of
  course.  Area, City, or Culture Knowledge are complemen-
  tary Skills, depending on the type of information the charac-
  ter is trying to find.  Failing a Streetwise Roll can be quite
  dangerous, since very tough people often don’t like people
  asking questions.
  Encourage players to roleplay this Skill as much as pos-
  sible; it’s a lot of fun.
  SURVIVAL
  This General Skill enables the character to live off the land,
  find food and water, identify dangerous plants and animals,
  and so on.  This Skill is very popular among intrepid explorers
  and adventurers.  The GM should have the character make
  this Skill Roll only when the character is underequipped for
  a particular area (usually when a character is marooned).
  The Survival Skill Roll should be made on a daily basis to see
  if the character has found food, shelter, and other necessi-
  ties.  The Skill Roll might be required more often in a
  particularly harsh or dangerous environment (in the arctic
  during a blizzard, for instance).
  Lack of available resources like tools, food, water, and
  clothing, would be a -1 to -5 modifier on the Skill Roll.  Very
  benign conditions (good equipment, many animals, lots of
  water) could mean a +1 to +3 modifier.  Of course, Knowl-
  edge of the creatures and plants in the area is complemen-
  tary to Survival Skill.  In particularly hazardous environs,
  appropriate Knowledge Skills might be necessary to use
  Survival Skill (it doesn’t matter how many fish you catch if you
  don’t know which ones are poisonous).  An unsuccessful
  Survival Skill Roll could be damaging to the character, and
  failing the roll several days in a row could be fatal.
  
  HERO System Rulesbook
   39
  SYSTEMS OPERATION
  Characters with this INT-based Skill understand how to
  properly operate sensing and communication devices.  This
  varies tremendously according to the genre.  In a modern
  campaign, this Skill would enable characters to operate
  radar screens and monitor radio transmissions.  In a sci-
  ence-fiction campaign, this Skill would let characters use
  high-tech sensors to sweep for ships, planets, and stars.
  Characters could examine a planet for cities, radioactivity,
  life forms, or metals.  The character could also operate ECM,
  if any.
  This Skill also covers all aspects of communications, such
  as sending coded messages and locating weak transmis-
  sions.  Modifiers of -1 to -5 may be put on the Systems
  Operations roll if the radio frequencies are being jammed or
  the equipment is damaged.
  TACTICS
  Tactics is the ability to fight effectively and efficiently.  A
  character with this INT-based Skill is an expert at combat and
  will usually know what must be done to win a battle.  He also
  knows when a battle or tactical situation is hopeless.  A
  character with Tactics can also direct the tactics of small
  groups.
  Tactics Skill should be used sparingly; it’s useful if the
  character should be able to figure out how to deal with a
  combat situation, but the player cannot.  In this case, the GM
  should require a Skill Roll.  If successful, the GM should give
  the player hints about what his opponent intends to do next,
  and ways the character might counteract this.  A failed
  Tactics Roll usually means that the character can’t think of a
  way to beat the enemy, or it can mean an incorrect tactic.
  TRACKING
  The character with this INT-
  based Skill has the ability to fol-
  low a trail by observing tracks,
  marks, broken twigs and so forth.
  A great deal of information can
  be derived from tracks, such as
  the weight of the travelers, their
  number, how long ago they
  passed by, what they were do-
  ing, and so forth.  The GM should
  require the character to make a
  Tracking Roll whenever the indi-
  vidual being tracked does some-
  thing unusual to throw off the
  pursuit, or passes over difficult
  terrain (like bare stone).
  Terrain Knowledge and Area
  Knowledge are complemen-
  tary to Tracking Skill.  Unsuc-
  cessful Tracking Rolls may
  lead the character in the wrong
  direction.
  TRADING
  This PRE-BASED SKILL IS the
  ability to strike a good bargain
  with a merchant or customer.
  Prices often aren’t fixed, espe-
  cially in noncontemporary gen-
  res.
  A successful Skill vs.  Skill
  result means the character
  gets a bargain price — the
  better the roll the better the
  bargain.  If he  fails the roll
  badly, he’ll cheerfully pay too
  much under the impression
  he’s getting a bargain.  It
  helps if the GM makes some
  of these rolls instead of the
  player, so the player can’t see
  the results.
  
  HERO System Rulesbook
  40
  TRANSPORT FAMILIARITY
  This Skill is for characters who are able to drive or pilot
  vehicles under routine conditions.  It also includes the ability
  to ride a living animal.  This Skill does not include combat
  maneuvering; for this, characters should purchase Combat
  Driving, Combat Piloting, or Riding.
  For 1 point, the character knows how to operate the
  vehicle.  The character has an 8 or less roll for performing
  dangerous maneuvers with the vehicle (jumps, screeching
  turns, etc.).  During normal driving, the character does not
  have to make his roll.
  After buying the first Transport Familiarity, each additional
  Transport Familiarity costs 1 point, or 2 points for an entire
  category.
  Example: Fast Eddie pays 1 point for small ground
  vehicles, 1 point for large ground vehicles, and 2 points
  for Water Vehicles.  Eddie now has an 8 or less roll with
  all of the above mentioned Vehicle types, and has paid
  a total of 4 points.
  THE CATEGORIES
  Riding Animals
  Horses, Donkeys, Mules, etc.
  Camels
  Huge Beasts (Elephants, etc.)
  Flying Beasts
  Ground Vehicles
  Small ground vehicles: cars, jeeps, motorcycles
  Large ground vehicles: semi-trucks, construction
  equipment
  Tracked Vehicles: tanks, APCs, construction
  vehicles
  Ground Effects Vehicles: hovercraft
  Air Vehicles
  Planes: Propeller, Jet
  Helicopters: gyrocopters, anti-grav vehicles
  Other air vehicles: balloons, gliders, airships
  Water Vehicles
  Boats: any vehicles which go on top of water
  Submarines: any vehicles which go beneath the
  water’s surface
  Recreational Vehicles
  (Cannot be purchased as a category)
  Scuba: artificial gills
  Skiing
  Parachuting
  Space Vehicles (includes hyperspace, if any)
  Small Spaceships: fighters, small exploration ship
  Large Spaceships: freighters, large military
  starships
  VENTRILOQUIST
  A character with this General Skill can make his voice
  sound as if it’s coming from somewhere other than himself.
  The Ventriloquism Roll takes a -1 for every 1" of distance
  between the ventriloquist and the point where the voice will
  “speak”.  This Skill also allows the character to speak without
  apparently moving his lips.  Ventriloquism is detected with a
  Perception Roll (as Skill vs.  Skill).
  Ventriloquism is particularly useful for deception; the old-
  est trick in the book is for a character to cast his voice behind
  a gunman, saying “Freeze!” This can distract the gunman
  enough so the character can try to escape.  An unsuccessful
  Ventriloquism Roll means that other people realize that the
  sound is coming from the ventriloquist.
  WEAPON FAMILIARITY
  Characters have to buy Weapon Familiarity in order to
  know how to use weapons.  This rule should only be used in
  heroic campaigns.  (A character should never have to buy
  Familiarity with a weapon that he paid points for.) Without
  this Skill, the character fights at -3 OCV penalty for using an
  unfamiliar weapon.  For example, Andarra, whose gun was
  knocked out of her hand, grabs a laser sword off the wall.
  Since she didn’t pay for Weapon Familiarity with swords, she
  takes a -3 OCV penalty.  Weapon Familiarity is bought by the
  Group (such as “pistols”).  The cost is 1 Character Point per
  group.  Familiarity may also be bought in larger categories,
  such as Common Melee Weapons, Common Missile
  Weapon, or Small Arms, at 2 Character Points per category.
  A character must buy Weapon Familiarity separately for
  each weapon group in the Uncommon Weapons Groups.  All
  characters have Familiarity with Club (from the Melee Weap-
  ons Group) and with Unarmed Combat for free.
  WEAPONSMITH
  This General Skill is useful for building, maintaining and
  repairing weapons of various types.  A character with this
  Skill can identify the origin and effects of any weapon he is
  familiar with.
  The cost for buying Weaponsmith with one category of
  weapons is 3 points for an 11- roll.  Each additional category
  costs 1 point.  Regardless of how many categories the
  character is familiar with, the roll may be increased by paying
  2 points for each +1 to the Skill Roll.
  Muscle-powered weapons: Includes swords, cross-
  bows, maces, axes, and polearms.  A character with this Skill
  may be able to identify the origin of a weapon, and how long
  it has been used.  The character can also identify armor.
  Slugthrowers: Slugthrowers include 20th-century guns
  such as revolvers, automatic pistols, machine guns, and
  rifles.They are virtually any type of gun which fires a projec-
  tile, even blunderbusses and muskets.  They also include
  chemical guns.
  This Skill enables a character to recognize the type of gun
  by sight or sound, and may be able to identify the origin of the
  gun.
  Characters with this Skill may be able to build a
  slugthrower given adequate equipment and time.  However,
  creating a new type of gun may take the Skill Inventor and/
  or appropriate Sciences.
  
  HERO System Rulesbook
   41
  WEAPON FAMILIARITY GROUPS
  Common Melee Weapons
  Unarmed Combat
  Clubs
  Axes, Maces, and Picks
  Pole Arms
  Swords
  Two-handed Weapons
  Uncommon Melee Weapons
  Flails
  Lances
  Quarterstaff
  Whip
  Common Missile Weapons
  Bows
  Crossbows
  Javelins
  Thrown knives/axes
  Uncommon Missile Weapons
  Sling
  Staff Sling
  Small Arms Groups
  Early Firearms (Arquebus, Blunderbuss)
  Pistols
  Submachine guns
  Rifles
  Autofire weapons
  Shoulder Arms (shotguns)
  Uncommon Weapon Groups
  Flamethrowers
  Grenade Launchers
  Heavy Machine Guns
  Rocket Launchers
  Man-guided Missiles
  Heavy Weapons
  Vehicle Weapons
  Emplaced Weapons
  Ship to ship
  Energy Weapons: Includes the full range of energy
  weapons, including lasers, and magnetic or electric guns.
  A character may recognize guns by sight or maybe even
  sound.  Electronics may be used as a complementary
  Skill.
  A character with this Skill may be able to build an energy
  weapon, given the right materials and enough time.  To
  create a new type of gun would take Inventor and possibly
  Sciences or other Skills (like Electronics or Mechanics).
  Other Weapon Categories: As appropriate to the cam-
  paign.
  SKILL ENHANCERS
  Skill Enhancers change the number of points the charac-
  ter pays for certain Skills or Perks (see Perks in the next
  section).  Each Skill Enhancer costs 3 Character Points and
  cannot be increased beyond the basic level.
  Skill Enhancer
  Affects Skill
  Cost
  Jack of All Trades
  Professional Skills
  3/-
  Linguist
  Languages
  3/-
  Scholar
  Knowledge Skills
  3/-
  Scientist
  Sciences
  3/-
  Traveler
  Area Knowledges
  3/-
  Well-Connected
  Contacts, Favors
  3/-
  JACK OF ALL TRADES
  The character picks up trades extremely easily; he learns
  new Professional Skills at -1 Character Point to the cost.  The
  minimum cost of a Professional Skill is still 1 Character Point,
  but for that 1 point the character is able to make an 11 or less
  roll.  Jack of All Trades may only be purchased once.
  LINGUIST
  This Skill allows the character to learn new Languages
  more easily.  Linguist decreases the cost of each Language
  Skill a character buys by 1 point.  The minimum cost of a
  Language is still 1 point, but for 1 point the character speaks
  fluent conversation (which usually costs 2 points).  Linguist
  may only be purchased once.
  SCIENTIST
  The character is a quick study and learns Sciences easily,
  at -1 Character Point to the cost.  The minimum cost of a
  Science is still 1 Character Point, but for that 1 point the
  character is able to make an 11 or less roll.  Scientist may
  only be purchased once.
  SCHOLAR
  A character with Scholar learns Knowledge Skills easily, at
  -1 Character Point to the cost.  The minimum cost of a
  Knowledge Skill is still 1 Character Point, but for that 1 point
  the character is able to make an 11 or less roll.  Scholar does
  not help the character learn Area Knowledges or City Knowl-
  edges (See Traveler).  Scholar may only be purchased once.
  TRAVELER
  A character with Traveler is adept at learning about new
  locations and cultures.  The character learns new Area
  Knowledges and City Knowledges easily, at -1 Character
  Point.  The character can also learn Culture Knowledges at
  a -1 to the Character Point cost, as long as the knowledge
  was acquired through hands-on experience (i.e.,  character
  visited location).  The minimum cost of a Knowledge is still 1
  Character Point, but for that 1 pt the character is able to make
  an 11 or less roll.  Traveler may only be purchased once.
  WELL CONNECTED
  This Skill Enhancer affects the cost of certain Perks, rather
  than Skills.  The character is extremely skilled at making
  friends and earning favors.  He makes contacts easily, at -1
  Character Point to the cost.  The minimum cost of a Contact
  is still 1 Character Point, but for that 1 point the character is
  able to make an 11 or less roll.  Characters with Well
  Connected may also purchase two Favors for only 1 point
  (thereby halving the cost). Well Connected may only be
  purchased once.
  
  HERO System Rulesbook
  42
  THE PERK LIST
  Perks (or Perquisites) are useful items, privileges, and
  contacts that a character has special access to in the
  campaign.  Perks are not innate abilities, but rather special
  benefits that the character enjoys.  Unlike Skills, Perks are
  inherently transitory in nature.  A character can gain Perks
  during the course of the campaign and later lose them just as
  easily.
  GMs do not have to use the rules for Perks at all; most of
  the situations described can be handled by roleplaying.
  However, the Perk costs help provide a rough estimate of the
  value each Perk has for characters.  Perks can help flesh out
  a character conception or give a GM another way to manipu-
  late a character during an adventure.  GMs should use this
  list of Perks as an example of what Perks can cost, and then
  decide what Perks are available and appropriate for the
  campaign.  Players should always ask the GM for approval
  before buying a Perk.
  PERQUISITES (PERKS)
  Perk
  Cost
  Contact
  2/1
  Favors
  1
  Followers
  1 per 5 Follower Points
  Fringe Benefits
  varies
  Money
  varies
  Vehicles and Bases
  1 per 5 Vehicle or Base Points
  
  HERO System Rulesbook
   43
  PERK DESCRIPTIONS
  CONTACT
  This represents the fact that a character might know
  someone who can occasionally help him out.  This Perk can
  be purchased many times; in each case, it represents a
  single person that the character knows.  The Contact usually
  holds a job or position that can be useful to the character.
  Contacts must be determined when the character buys the
  Perk, Contacts must be approved by the GM.  Examples
  include a police sergeant, a CIA clerk, a Senator, a helicopter
  pilot, an underworld informant, or a makeup artist.
  Each Contact is bought like a Professional Skill; that is, the
  character gets a Contact that will help on an 8 or less for 1
  point, an 11 or less for 2 points, and +1 to the Contact Roll
  for every +1 point thereafter.  The GM may rule that excep-
  tionally useful Contacts (like the President, a KGB colonel, a
  billionaire) would cost more; charge an extra 1, 2 or 3
  Character Points for the base 8 or less Contact Roll.
  When the character needs some special help during an
  adventure, he can try to get in touch with his contact.  The GM
  should require the character to make a Contact Roll.  Of
  course, modifiers are appropriate (camping out on the
  Contact’s doorstep might add a +2 bonus).  If the player
  reaches the Contact, then he has to convince the Contact to
  help him.  The base chance is the Contact Roll.  This is
  modified extensively by the exact nature of the help the
  character needs.  If it’s troublesome, dangerous, or expen-
  sive, this can be a -1 to a -5 (or worse) penalty to the roll.
  Persuasion is a complementary Skill.  Offering money or a
  future favor in exchange will increase the chance (the GM
  should add a bonus to the roll).
  Contacts should only be used to do things that the charac-
  ter can’t do, or would have great difficulty doing.  Contacts
  should never hand the solution for an adventure to the
  characters.  Contacts are there to help move the adventure
  along when the players are stumped about how to proceed,
  or need a little help to get through a difficult spot.  Contacts
  are often used to help find out information (their most
  common use); they can also smuggle equipment, help with
  money, or broker deals.
  A Contact can be almost anyone, from a janitor all the way
  to the President.  The GM should keep in mind that the
  people with the highest offices and influence are the most
  watched, and therefore will refuse to help in many ways.  If
  a character had the President as a Contact (a childhood
  friend, perhaps), the President couldn’t get a murder charge
  dismissed — he’d be impeached.  However, he could proba-
  bly get the character an invitation to a diplomatic party, or an
  appointment with almost anyone.  A clerk in the records
  department of the police station could almost certainly get
  information much easier than a police captain, whose con-
  duct is watched more carefully.  The GM should always keep
  control over Contacts and their use.
  Often characters do not begin with Contacts.  The GM may
  award a Contact to a character when it’s appropriate in the
  course of an adventure, as a way giving out Experience
  Points (though the character should get Experience Points
  the way they normally would in addition to the Contact).  For
  instance, if the characters make friends with a wizard in the
  course of an adventure, the GM might give each player an 8
  or less Contact with that wizard.
  FAVORS
  This Perk means that someone, or some organization,
  owes the character a favor.  It functions as a Contact with a
  14- roll.  However, once the character has used the Favor, it’s
  gone — a Favor can only be used once.  Really large tasks
  may require the character to use up several Favors.  The GM
  may well award PCs Favors as part of the Experience Points
  for an adventure.  For instance, if the characters save the life
  of a wizard during an adventure, the GM might award each
  one a Favor.
  A Favor costs 1 point.  The GM should give more powerful
  Favors a higher cost; if the person who owes the Favor is
  extremely powerful, the Favor is worth much more.  Favors
  should almost always be awarded by the GM as part of an
  adventure, rather than being bought by the player.  The GM
  should always approve every Favor to make sure that the
  Favor does not unbalance the campaign.
  FOLLOWERS
  This Perk means that the character has a follower of some
  kind — an individual who is loyal to the character and willing
  to do what he asks.  This follower can be a human agent, an
  animal, an intelligent computer, or even a robot.
  To buy a follower, the character should build him (or it)
  using Character Points.  Humans are built normally; the rules
  for creating animals or robots are in the Combat and Adven-
  turing section.
  To pay for a Follower, the character should pay 1 Charac-
  ter Points for each 5 Base Points possessed by the Follower.
  The Follower can have Disadvantages that will give him
  more points.  However, this cost is only applicable so long as
  the follower’s total points (Base Points + Disadvantages) are
  less than or equal to the character points of the original
  character.  After this the character must pay 1 Character
  Point for each Character Point possessed by the Follower.
  For the purposes of determining how much the character
  should pay for a follower, the follower’s Disadvantages are
  applied first, with the character paying for any remaining
  points.  A follower can never have more total points than the
  character building it, unless the builder pays 1 Character
  Point per additional point in the follower.  (A character cannot
  pile on Disadvantages to push the total points higher than his
  own.) Though it is possible to have a Follower who is more
  powerful than the character, this will be very expensive.  The
  minimum cost for a Follower is 5 points.  A character can
  have 2x as many Followers for +5 points.  Followers cannot
  themselves have followers, except with special permission
  from the GM.
  Followers should normally be written up by the GM, just
  like DNPCs.  They are loyal to the character, although the
  GM should determine whether the Follower will perform
  suicidal tasks.
  Example: Captain Australia, fearless hero from down
  under, wants to buy a sidekick, Jacko.  Captain Australia
  is built on 200 points, while Jacko is built on 75 base
  points, with 50 points of Disadvantages.  Jacko costs
  Captain Australia 75 / 5 = 15 Character Points.  If Jacko
  had been built with more total points than 200, then
  Captain Australia would have had to pay 1 Character
  Point for every 1 Character Point Jacko had over 200.
  
  HERO System Rulesbook
  44
  FRINGE BENEFITS
  These are Perks that the character acquires from his job
  or background.  These are “perks” in the classic sense.
  Cost
  Notes
  1 point
  Right to Marry: Can perform the marriage
  ceremony
  1 point
  Weapon Permit: Where Appropriate
  2 points
  Concealed Weapon Permit: Again, where
  appropriate
  1 point
  Press Pass
  1 point
  International Driver’s License
  1 point
  Starship License
  1 point
  Passport
  1 point
  License to practice a profession (Lawyer,
  Engineer, Physician)
  2 points
  Local Police Powers
  2 points
  Private Investigator License
  2 points
  Member of the Lower Nobility
  3 points
  Low Justice: Character has the right to mete
  out justice in a fantasy setting
  3 points
  Federal/National Police Powers
  3 points
  Galactic Computernet Access Card
  5 points
  Member of the Aristocracy
  5 points
  International Police Powers
  5 points
  Diplomatic Immunity
  10 points
  License to Kill
  10 points
  Head of State (with GM’s permission)
  MONEY
  Money may not make the world go round, but it can help
  motivate the characters, Characters will receive money as
  payment for services, loot from treasure hoards, bribes, etc.
  They will use the money to buy equipment, homes, bribing
  guards, traveling, and more.
  Money should, of course, be based on whatever currency
  is appropriate for the genre.  In a fantasy setting it might be
  gold pieces or bushels of wheat, while in a science fiction
  campaign, it might be computer-recorded megacredits.  For
  the purposes of simplicity, all the following units are in
  dollars($).  The GM should determine the appropriate cur-
  rency for his campaign.
  How Much Money Does A Character Have?
  The GM has several choices when determining how much
  money a player has.  The first option is to start all the PCs with
  roughly the same amount.  Thus at the start of a modern
  campaign the GM could assume that each character has a
  home, a job, a vehicle, and about $5,000.  In a fantasy
  setting, each character could start with basic equipment, a
  horse, and enough trade metal to eat for a month or two.  Or
  the characters could all start out penniless, giving them a
  powerful motivation right from the start.
  The second option is for the GM to assign amounts of
  money depending on each character’s background.  For
  example, Mr.  Fortune owns stock in a major corporation and
  therefore has $100,000 in the bank, while Randall Irons
  decided he was an out-of-work private investigator and has
  only $5 to his name.
  OPTIONAL MONEY SYSTEM
  The optional money system works by having the char-
  acters pay for their income level with Character Points, or
  if they are poor, they get Character Points back like a
  Disadvantage.
  Of course, a rich player could lose all his money, while
  a poor player could strike it rich.  The GM can assume that
  these are the starting income levels of the characters —
  this is their income at the beginning of the campaign.  Thus
  if PCs strike it rich, they would have to buy off the poverty
  Disadvantage or exchange it for new Disadvantages.
  Perhaps the alien princess will start hunting them for
  stealing her gems, or perhaps the PCs’ reputation will
  grow.  (Or maybe they’ll acquire a new DNPC “friend”.)
  Alternately, these rates can reflect a character’s ex-
  penses or income, not just his current wealth.  Thus a poor
  character not only lacks money, but is probably also an
  inveterate gambler or has a large family with associated
  expenses.  Even if such an individual falls into a great deal
  of money, he will soon again be poor, unless he buys off
  the Disadvantage.  Conversely, a wealthy character who
  suffered a financial reverse would likely eventually regain
  his wealthy status through family connections, good
  credit, or an old (and rich) friend.
  In either case, the GM should remember that money,
  even tremendous amounts, should only help the charac-
  ter — it should never solve all his problems.  Wealth is not
  a substitute for other Skills, and the GM should make sure
  that the character doesn’t use it as such.
  INCOME LEVELS
  Destitute — Income of less than $3,000 per year.  The
  character is so poor that he cannot be sure of eating
  day to day, cannot pay for bus fare, has no fixed
  address, etc.  This is a 10-pt Character Disadvantage.
  Poor — Income of less than $10,000 per year.  Character
  is unemployed, in debt, and unable to make any large
  purchases.  He might be hounded by creditors, or have
  a number of outstanding financial obligations (like a
  large family).  He is forced to take jobs where he an get
  them.  This is a 5-pt Character Disadvantage.
  “Middle” Class — Income of less than $75,000 per year.
  This will be the standard income level for most PCs; it
  ranges from just above the poverty level to reasonably
  well off.  Characters who are middle-class can make
  occasional large purchases, are financially secure
  enough to withstand sudden reverses of fortune, can
  pay for their son’s braces, etc.
  Well Off — Income of less than $500,000 per year.  This
  character has more than enough money to support
  himself; he can take lengthy leaves from work and not
  feel the financial pinch.  He can make major purchases
  with some regularity, and probably owns numerous
  vehicles, homes, etc.  This Perk costs 5 points.
  Wealthy — Income of less than $5,000,000 per year.  The
  character is a typical millionaire, and has the capacity
  to do, or buy, pretty much whatever he/she pleases in
  the financial realm.  This Perk costs 10 points.
  Filthy Rich — Unlimited income.  Character is a typical
  multi-billionaire, and has more money than he can
  spend.  He might head a megacorporation, or lead a
  small country.  This Perk costs 15 points.
  
  HERO System Rulesbook
   45
  A third choice is to use the optional money system ex-
  plained below.
  In any event, the GM should carefully control the amount
  of money possessed by the characters, since that directly
  influences the game play.  If all of the characters are rich,
  then the offer of a reward may not motivate them to go on an
  adventure.  If they’re all poor, they may not be able to afford
  an adventure.  The amount of money characters have should
  fluctuate as a campaign proceeds.  Perhaps the players
  discover a revolutionary device and sell it for $1,000,000.  Or
  perhaps their property will be seized by the local Baron, and
  they’ll be left with nothing.  Changes like that are much more
  interesting than a steady, reliable income.
  Money matters less in a classic super-
  hero campaign that it does in other types of
  campaigns.  Superheroes with great wealth
  are not all that uncommon.  On the other
  hand, a person with great wealth in a medie-
  val setting is uncommon, and would wield
  great power.  The GM should probably not
  allow characters to be wealthy (except in a
  superhero campaign) unless he’s ready to
  deal with the consequences on the other
  characters and the game play.
  VEHICLES AND BASES
  Characters can own vehicles and bases.
  In heroic campaigns, the characters should
  pay for these with money.  In a superheroic
  campaign the character must pay Charac-
  ter Points, just like all other equipment.  The
  rules for constructing vehicles and bases
  are in the Combat and Adventuring section.
  To pay for a vehicle or base, the charac-
  ter should pay 1 Character Point for each 5
  points used to build it.  The base or vehicle
  can have Disadvantages that will give it
  more points.  However, this cost is only
  applicable so long as the base or vehicle’s
  total points (Points + Disadvantages) are
  less than or equal to the Character Points of
  the original character.  After this the charac-
  ter must pay 1 Character Point for each
  Character Point possessed by the base or
  vehicle.
  For the purposes of determining how
  much the builder should pay for a base or
  vehicle, the Disadvantages are applied
  first, with the character paying any remain-
  ing points.  A base or vehicle can never
  have more total points than the character
  building it, unless the builder pays 1 Char-
  acter Point per point in the base or vehicle.
  (A builder cannot pile on Disadvantages to
  push the total points higher than his own.) It
  is possible to have a vehicle or base built on many more
  points than the character, but this will be expensive.  More
  than one character can contribute towards a base or vehicle;
  in this case the cheaper rate will apply up to the highest
  number of Character Points possessed by any of the char-
  acters.
  Example: The Guardians are thinking about building a
  new base.  The team consists of 4 characters built on 225
  Character Points, and one character built on 250.  A base
  can be built with up to 250 points; this will cost only
  250 / 5 = 50 Character Points.  The team members can
  divide this cost up in whatever way they see fit.
  
  HERO System Rulesbook
  46
  UNBALANCED TALENTS
  Every effort has been made to make the Talents balanced
  to each other.  However, there are some Talents that can be
  more powerful than they initially appear.  These Talents have
  been marked with a:
  A second group of Talents have the ability to completely
  alter a GM’s plot or scenario.  These Talents have been
  marked with a:
  For more information, see Unbalanced Powers
  THE TALENT LIST
  Talents
  Cost
  Absolute Time Sense
  3
  Ambidexterity
  3
  Bump of Direction
  3
  Combat Sense
  3/2
  Cramming
  5
  Danger Sense
  10+
  Defense Maneuver
  5
  Double Jointed
  3
  Eidetic Memory
  10
  Fast Draw
  3/2
  Find Weakness
  10/20/30
  Immunity
  1/2/3
  Lightning Calculator
  3
  Lightsleep
  3
  Luck
  5+
  Perfect Pitch
  3
  Resistance
  3+
  Simulate Death
  3
  Speed Reading
  3
  Universal Translator
  20/2
  Talents are unusual abilities that some characters pos-
  sess.  They include weird or unique attributes, bizarre skills,
  and a variety of effects that are not normal.  Talents can be
  seen as a halfway step between Skills and Powers: they are
  extremely uncommon in the real world, but they may exist.
  The GM should examine the Talent list carefully.  Not all
  Talents will fit into every campaign, and in some super-
  realistic campaigns Talents will not be allowed at all.
  A GM running a heroic campaign might decide to allow the
  characters to purchase Talents but not Powers.  In this case,
  he should examine the list of Powers and decide if any of
  them should — with certain Limitations — be categorized as
  “Talents” (and therefore available to characters who want to
  purchase them).  This will allow characters to possess the full
  array of human abilities without allowing them to fly or fire
  Energy Blasts from their hands.
  Example: Andy is setting up a heroic campaign for
  1930s pulp adventurers.  Since these figures were often
  larger than life, Andy allows them to purchase Talents,
  but not Powers (he doesn’t want any superheroes flying
  around.) He also says that characters can buy Mind
  Control as the Talent “hypnosis” — it must have a focus,
  a lengthy start-up time, and a willing subject.  If it does not
  have these Limitations, then the character cannot pur-
  chase the Power.
  Characters cannot learn Talents as easily as they can
  learn skills.  First, of course, the GM must say that the Talent
  is allowed in the campaign.  Second, the character must
  possess some natural aptitude for the ability.  It is impossible
  to learn to be lucky, and no one just acquires an eidetic
  memory.  The GM might decide that characters cannot learn
  Talents after the campaign has begun.  As an optional rule,
  the GM may allow a character to have a “latent” Talent, for
  the cost of one Character Point.  A latent Talent gives the
  character no benefit, but allows him to buy the Talent later.
  Alternatively, the GM can say that a character must take
  some special quest to gain a talent after the campaign has
  begun.  For example, a martial artist might have to travel to
  a lonely monastery in Tibet before he could learn to perform
  a Defense Maneuver.
  Talents must usually be bought as they are; a character
  cannot purchase a Talent with any Power Limitation, except
  with special GM permission.  Similarly, a character cannot
  purchase a Talent as part of a Power Framework.  Talents do
  not cost END to use.
  TALENTS
  
  HERO System Rulesbook
   47
  TALENT DESCRIPTIONS
  ABSOLUTE TIME SENSE
  The character can accurately gauge the passage of time
  without using a watch, viewing the sun, or other external
  means.  This Talent can be useful when timing explosives,
  coordinating assaults and infiltrations, estimating distance
  traveled, and so forth.  No roll is necessary to perform this
  Talent; it is always successful.
  • Absolute Time Sense Cost: 3 Character Points.
  AMBIDEXTERITY
  This represents the ability to use either hand to perform
  tasks, with no penalty.  Normally, a character using a weapon
  with his off hand (the left hand for right-handers, and vice-
  versa) takes a -3 OCV penalty.  Certain skills that involve the
  hands (like Lockpicking) would also take a -3 penalty if
  performed with the off hand.  Ambidexterity removes this
  penalty, but does not allow the character to attack twice in
  one combat Phase.  (To attack more often in a turn, buy more
  SPD.) Ambidexterity is particularly useful when the charac-
  ter’s good hand is injured.
  • Ambidexterity Cost: 3 Character Points.
  BUMP OF DIRECTION
  The character has an innate sense of direction.  He can tell
  direction without reference to visual clues, and can also tell
  if he is above or below the local ground level.  This Talent will
  not enable a character to automatically find his way out of a
  maze, but he will know which way he’s facing at all times.
  • Bump of Direction Cost: 3 Character Points, no roll
  necessary.
  COMBAT SENSE
  The character has an innate “feel” for combat situations,
  and can fight even while in darkness or blinded.  Combat
  Sense costs 3 Character Points for the base 9 + (INT/5) or
  less roll, +1 for 2 Character Pts.  A successful Combat Sense
  Roll allows the character who is attacked hand-to-hand to
  counterattack on his next Phase with no penalty, even if
  blinded.  A character who makes a successful roll also has
  his full DCV against all hand-to-hand attacks.  The character
  should roll each Phase to keep track of his opponents.
  Should the roll fail, the character takes normal penalties.
  • Combat Sense Cost: 3 Character Points for a base 9 +
  (INT/5) roll; +1 to roll for 2 points.
  CRAMMING
  This Talent allows the character to quickly acquire a basic
  understanding of a non-combat Skill.  The character needs
  several hours to study the Skill, and must have access to
  learning resources, like a teacher or library.  If this is the case,
  the character can acquire a Familiarity (an 8- roll) with the
  Skill, which will be applicable for the duration of the adven-
  ture.  A character could also acquire basic conversation (1
  point) with a language.  This roll cannot be increased in any
  way, and the character forgets what he has learned once the
  adventure is over.  Of course, characters who wish to spend
  experience can acquire the Skill permanently.  Cramming
  can be purchased multiple times, allowing the character to
  cram for more than one Skill per adventure.
  • Cramming Cost: 5 Character Points for an 8- roll with skill.
  DANGER SENSE
  This Talent gives a character a sixth sense about danger.
  At its most basic level, Danger Sense will prevent the
  character from being surprised in combat, while at more
  powerful levels, Danger Sense can alert the character to any
  threat to his person, or even his world.
  The character gets a base 11 or less chance on 3d6 to
  sense danger for 10 Character Points; this roll can be
  increased by +1 for every 2 points.  For this base, a
  successful roll will prevent the character from being sur-
  prised in combat.  For +5 additional points, the character who
  makes his roll will not be surprised while out of combat; he will
  notice surprise attacks before they occur if they could be
  noticed, given the character’s senses.  For example, a
  normal human with this type of Danger Sense could see a
  sniper that was about to shoot at him from the top of a
  building, but could not sense that he was going to walk into
  a cloud of odorless, colorless gas.  For +5 more points, the
  Danger Sense becomes mystical, and the character will be
  forewarned of any danger to his person, regardless of the
  source.
  Regardless of how he actually senses the danger, the
  character can buy the Talent to sense danger beyond his
  immediate person.  For +5 points, a character who made a
  successful roll could be forewarned of danger to anyone or
  anything in his immediate vicinity (the room he was standing
  in).  For +5 more points, he could detect any danger in his
  general area (city).  And for +5 more points, he could detect
  any danger over any area.  This is subject to GM’s discretion;
  danger at the planetary level is usually a reasonable bound.
  
  HERO System Rulesbook
  48
  Normally, Danger Sense just gives the hero the “feeling”
  of being in danger.  If the hero reacts, he’s allowed his full
  DCV against an attack; he could also dive clear of a trap, etc.
  If a hero rolls less than or equal to half his Danger Sense Roll,
  the true position and type of danger are known well enough
  for the hero to launch an attack at full OCV.
  Example: Sipristi, a ninja assassin, has purchased 15
  points of Danger Sense because she is exceptionally
  observant and is almost never surprised.  Because she
  is preoccupied with her meditation, she fails to notice
  when three Samurai enter her garden.  However, as they
  approach her, Sipristi makes a successful Danger Sense
  roll.  Sensing danger, she spins, pulling a knife from her
  boot scabbard.
  • Danger Sense Cost: 10 Character Points for base 11 or
  less roll, +1 to the Danger Sense Roll for every 2 Charac-
  ter Points.  Base Roll keeps the character from being
  surprised in combat.  +5 points keeps the character from
  being surprised while out of combat, but only against
  attacks he could normally sense.  +5 additional points
  keeps the character from being surprised by any attack.
  Danger Sense can be used to sense danger in the
  character’s immediate vicinity for +5 points.  It will sense
  danger in the character’s general area for +5 additional
  pts.  It will detect danger over any area for +5 more pts.
  DEFENSE MANEUVER
  The character is an expert at moving while in combat, and
  never allows an attacker a clear shot at his back.  Use of this
  Talent requires a non-attack Combat Maneuver that takes a
  half-Phase action to perform; the character can also make a
  half-move or attack, for instance.  When performed, a
  Defense Maneuver means that no attacker will be consid-
  ered to attack “from behind”, regardless of his position.
  Defense Maneuver also eliminates any Multiple Attacker
  Bonus, unless the defender cannot perceive the attacks (the
  attacker is invisible), in which case the bonus is applied
  normally.
  • Defense Maneuver Cost: 5 Character Points.
  DOUBLE JOINTED
  The character has unusually flexible joints.  This Talent
  costs 3 Character Points.  Double Jointed gives a bonus of
  +1 to +3 to Contortionist and Breakfall rolls, depending on the
  circumstances.  A character with this skill can also fit into
  hiding spaces (such as suitcases) not normally available to
  less limber characters.
  • Double Jointed Cost: 3 Character Points.
  EIDETIC MEMORY
  This Talent enables the character to remember images
  that he has studied (including written pages) with near
  photographic exactness.  This does not mean that the
  character remembers everything that happens perfectly; nor
  does it mean that he does not forget facts over time.  What
  it does mean is that any subject that the character takes time
  to memorize will be remembered exactly, down to the
  smallest detail.  Functionally, it allows the character to
  smuggle information very safely (it is stored in his head); he
  can also memorize phone books, code books, etc.  Eidetic
  Memory doesn’t teach the character any Skills, but the
  character can recall facts from books that he has read.
  • Eidetic Memory Cost: 10 Character Points.
  FAST DRAW
  This Talent represents the ability to quickly ready and fire
  an attack.  A character with this Talent can draw a weapon
  without wasting a half Phase action (see Fighting).  Addition-
  ally, if two characters simultaneously use a held action, a
  character with Fast Draw can make a Fast Draw Roll (instead
  of a DEX Roll) to determine who acts first.  Fast Draw has no
  effect if both characters are not using a held action — it does
  not allow a character to act before his DEX.
  Example: Randall Irons is facing a mobster enforcer,
  and both men have a held action.  The enforcer decides
  to fire his gun at the same time as Randall.  Randall has
  a DEX of 18 and has spent 5 points on Fast Draw, so he
  has a Fast Draw Roll of 14-.  He uses his Fast Draw Roll
  instead of his DEX Roll to determine if he fires before the
  enforcer.  Randall rolls a 10, and makes his Fast Draw
  Roll by 4.  The Enforcer only made his DEX Roll by 3, so
  Randall goes first.
  • Fast Draw Cost: 3 Character Points for a base
  9 + (DEX/5) roll; +1 to roll for 2 points.
  FIND WEAKNESS
  This Skill represents an uncanny ability to find a weakness
  in the defenses of a target.  For 10 Character Points, a
  character with this skill may reduce his target’s appropriate
  defense by half on a roll of 11 or less.  At its basic level, this
  Talent applies to only one of the character’s attack forms; this
  attack must be determined when this Talent is purchased.
  For example, if the character with this Talent had a bow and
  a sword, he would have to decide whether Find Weakness
  would apply for the bow or the sword; it would give no benefit
  for the other weapon.  For +10 points, the character could
  use Find Weakness with a group of related attacks (all
  martial arts attacks, all flame spells).  For +10 more points,
  the character can use Find Weakness for all of his attacks.
  The character gets a +1 on the Find Weakness Roll for 5
  Character Points.
  If the Find Weakness is made at a distance, it takes normal
  penalties for range.  Attempting to Find Weakness takes a
  half Phase action.
  A character can try to Find Weakness on a target as often
  as time allows.  Each successful roll is cumulative (second
  time defense is x1/4, third time defense is x1/8, etc.).  If the
  character ever fails to Find Weakness on a target, he may
  make no further Find Weakness attempts on that target.
  Each subsequent attempt to Find Weakness has a cumula-
  tive -2 chance to Find Weakness (second try -2, third try -4,
  and so on).
  Find Weakness only works for the character who has the
  Find Weakness.  The target defends against all attacks from
  other heroes normally.  Weakness may be found in all types
  of defenses, including Force Fields or Force Walls.
  Any Weakness found only applies for that particular battle,
  and the next time the character sees the target he’ll have to
  make his Find Weakness Roll all over again.  Conversely, if
  a character fails to Find Weakness on his target, he may try
  again when they meet in another encounter.
  
  HERO System Rulesbook
   49
  FIND WEAKNESS MODIFIERS
  Modifier
  Circumstance
  +1
  Preparing a Phase
  -1 to -3
  Unusual or alien physique, totally un-
  known structure
  -2
  Second try on same target
  -4
  Third try on same target
  • Find Weakness Cost: 10 Character Points; base roll 11 or
  less, +1 per 5 Character Points, one type of attack only.
  Any group of attacks, +10 points.  All attacks, +10 more
  points.
  IMMUNITY
  The character has a natural or acquired immunity to single
  toxic substances or diseases.  Immunity to a very rare
  substances and diseases (examples: coral snake, rabies)
  costs 1 Character Point; fairly common substances and
  diseases (black widow venom, malaria) costs 2 Character
  Points, and very common diseases or venoms (rattlesnake
  venom, alcohol, tetanus) costs 3 Character Points.  Each
  Immunity is purchased separately, and only protects against
  the specific poison or disease it was purchased for.  Charac-
  ters in superheroic campaigns who want a more comprehen-
  sive immunity should purchase the Life Support Power.
  • Immunity Cost: 1, 2 or 3 Character Points for immunity to
  a particular disease or venom, depending on the com-
  monness of the disease or venom.
  LIGHTNING CALCULATOR
  The character has the innate ability to mentally perform
  mathematical operations with startling speed.  To perform a
  basic multiplication of four-digit numbers would take one
  Phase; to work out the vector of an approach orbit with
  regards to relative speeds, gravities and rotation speeds
  would take a full turn, with medium calculations taking
  medium times.  This a handy Talent to have for those galaxy-
  spanning heroes of science fiction.  But remember: Garbage
  In, Garbage Out.  A character’s calculations are only as good
  as the information they are based on.
  • Lightning Calculator Cost: 3 Character Points.
  LIGHTSLEEP
  This Talent is for characters who sleep lightly, and are
  therefore rarely surprised while asleep.  A character with this
  Talent will automatically wake up when someone enters the
  room, leans over his bed, etc.  If the other individual makes
  a Stealth Roll, the character with Lightsleep can make a PER
  Roll to hear and wake up (use a Skill vs.  Skill Roll).  This Skill
  allows the character to conceal the fact that he has awak-
  ened with a successful EGO roll.
  • Lightsleep Cost: 3 Character Points.
  LUCK
  Luck is that quality which helps events turn out in the
  character’s favor.  The GM may have the character make a
  Luck Roll when he is totally overwhelmed in combat, when
  he has no idea of how to find what he’s looking for, when an
  opponent is escaping, or any other time that outrageous
  fortune could save him when he doesn’t expect it.
  The GM should never let Luck rule a situation; he has full
  control over when, how often, and how much Luck will help
  a character.  If it is necessary for a character to be captured,
  then he should be, regardless of Luck.  Similarly, if a
  character does something really stupid, the GM should not
  feel compelled to have the character saved through good
  fortune.  In any case, Luck shouldn’t come into play very
  often.  Luck should always be a pleasant surprise to the
  player, not something he can depend on.
  When the GM asks for a Luck Roll, the player rolls 1d6 for
  every 5 Character Points of Luck his character has.  Each 6
  that’s rolled counts as 1 point of Luck.  The GM should then
  decide what (if any) lucky event happens to a character.  The
  more points of Luck that the character rolled, the luckier he
  should be.  The Luck Table gives some general guidelines to
  follow when determining the effects of Luck.
  As an optional rule, the GM can allow Luck to help
  characters who have Gambling Skill.  In this case, every 6
  rolled for the Luck should work as a +2 to the Gambling Roll.
  
  HERO System Rulesbook
  50
  LUCK TABLE
  Points
  of Luck
  Possible Effects
  1
  The character might find a clue or gain infor-
  mation; the character’s opponent could be
  momentarily distracted or stopped, giving
  the character a momentary advantage.
  2
  The character could accidentally happen
  upon someone important or stumble across
  someone he was looking for.  The
  character’s opponent could be troubled by a
  screwed up weapon or a stalled getaway car.
  3
  The character might be saved by the most
  miraculous of coincidences.  He may
  stumble upon Mister Big accidentally, or
  have a terminal fall broken by a huge pile of
  rubber pads that just happen to be in the right
  place.  The enemy’s henchman could turn
  out to be a childhood friend.  Incredible luck
  is possible.
  4 or more
  Treat as 3 sixes, but with the possibility that
  some of the lucky events will “rub off” and
  help the Lucky individual’s friends.
  • Luck Cost: 5 Character Points per 1d6 of Luck.
  PERFECT PITCH
  The character 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.
  • Perfect Pitch Cost: 3 Character Points, no roll necessary.
  RESISTANCE
  Resistance is the ability to resist interrogation and ques-
  tioning through self-hypnosis, meditation, or just pure stub-
  bornness.  The cost is 1 Character Point for a +1 to the
  character’s EGO Roll for the purpose of resistance.  Thus,
  with 3 Character Points of Resistance the character adds +3
  to his EGO Roll when interrogated or questioned.  Resis-
  tance has no effect on Mental Powers or Pushing.
  • Resistance Cost: 1 Character Point per +1 to EGO Roll,
  minimum cost 3 points.
  SIMULATE DEATH
  The character can slow his metabolism down to the point
  where he appears completely dead (although a thorough
  medical investigation would reveal signs of life).  For a cost
  of 3 Character Points, the character can simulate death.  The
  character should determine either the length of time he
  wishes to remain in his deathlike state or what set of
  circumstances will wake him up before he makes his Skill
  Roll.
  Once he enters the trancelike state, he cannot be awak-
  ened except by the passing of the proper amount of time or
  by the stated circumstances.  Preparation for entering the
  trance takes 5 minutes; if the character wishes to take a
  shorter amount of time, he must make make an EGO Roll at
  -1 for every level on the time chart (thus, at -4 to enter the
  trance on the same Phase).  If the character fails his EGO
  Roll, he fails to go into a trance.  However, if he fails it badly,
  or rolls a 18, he slips into the trance anyway.  The character
  must then attempt a CON Roll.  If he fails, the character has
  slipped into an unregulated trance, and will truly die if he
  does not receive immediate medical attention.) If the charac-
  ter makes the CON Roll, he simply remains in his trance 1d6
  hours longer than anticipated.
  It takes a Paramedic Roll at -5 to detect this simulated
  condition.  A character with Forensic Medicine can detect it
  with a normal roll.  A character simulating death breathes and
  otherwise functions at 1/10 his normal metabolic rate.
  • Simulate Death Cost: 3 Character Points.
  SPEED READING
  This ability allows the character to read books and docu-
  ments up to ten times faster than normal.  An average book
  that takes three hours to read can be read in twenty minutes
  with Speed Reading.  When combined with Eidetic Memory,
  Speed Reading allows a character to memorize documents
  as fast as he can turn the pages.
  • Speed Reading Cost: 3 Character Points.
  UNIVERSAL TRANSLATOR
  This Talent represents the ability to understand any form
  of communication — from verbal speech to obscure body
  language.  The character must make a successful INT Roll;
  if successful he can comprehend what is being said.  The roll
  should have negative modifiers (-1 to -3) for increased
  distance from known communication forms.  Conversely,
  languages similar to those already encountered would get a
  bonus (+1 to +3).  This roll could be improved with increased
  time of study, just like a normal Skill Roll.
  This power only enables its user to understand the current
  communication; it does not automatically enable him to
  communicate back unless he has the proper physical attrib-
  utes.  For example, if the Butterfly People of Altair “talk” by
  reflecting sunlight off their wings, a human translator could
  understand them but he could not talk back.  In addition,
  Universal Translator only enables the character to translate;
  he does not know the language.  He will always have to make
  his Universal Translator roll, and it will always be obvious that
  the character has an accent.
  • Universal Translator Cost: 20 Character Points for INT
  Roll, +1 to roll for 2 Character Points.
  
  HERO System Rulesbook
   57
  Power Name
  Power Type
  Duration
  Target
  Range
  Absorption
  Adjustment
  Persistent
  Self-only
  —
  Aid
  Adjustment
  Instant
  Target’s DCV
  No
  Armor
  Standard
  Persistent
  Self-only
  —
  Change Environment
  Standard
  Constant
  Hex
  Yes
  Characteristics
  Standard
  Persistent
  Self-only
  —
  Clairsentience
  Standard
  Constant
  Hex
  Yes
  Clinging
  Standard
  Persistent
  Self-only
  —
  Damage Reduction
  Standard
  Persistent
  Self-only
  —
  Damage Resistance
  Standard
  Persistent
  Self-only
  —
  Darkness
  Standard
  Constant
  Hex
  Yes
  Density Increase
  Standard
  Constant
  Self-only
  —
  Desolidification
  Standard
  Constant
  Self-only
  —
  Dispel
  Standard
  Instant
  Target’s DCV
  Yes
  Drain
  Adjustment
  Instant
  Target’s DCV
  No
  Duplication
  Special
  Persistent
  Self-only
  —
  EGO Attack
  Mental
  Instant
  Target’s ECV
  Yes
  END Reserve
  Special
  Persistent
  Self-only
  —
  Energy Blast
  Standard
  Instant
  Target’s DCV
  Yes
  Enhanced Senses
  Special
  Persistent
  Self-only
  —
  Entangle
  Standard
  Instant
  Target’s DCV
  Yes
  Extra-Dimensional Movement
  Standard
  Persistent
  Self-only
  —
  Extra Limbs
  Special
  Persistent
  Self-only
  —
  Faster-than-light Travel
  Standard
  Persistent
  Self-only
  —
  Flash
  Standard
  Instant
  Target’s DCV
  Yes
  Flash Defense
  Special
  Persistent
  Self-only
  —
  Flight
  Movement
  Persistent
  Self-only
  —
  Force Field
  Standard
  Constant
  Self-only
  —
  Force Wall
  Standard
  Constant
  Hex
  Yes
  Gliding
  Movement
  Persistent
  Self-only
  —
  Growth
  Size
  Constant
  Self-only
  —
  Hand-to-Hand Attack
  Standard
  Instant
  Target’s DCV
  No
  Images
  Standard
  Constant
  Hex
  Yes
  Instant Change
  Special
  Persistent
  Self-only
  —
  Invisibility
  Standard
  Constant
  Self-only
  —
  Killing Attack (HKA)
  Standard
  Instant
  Target’s DCV
  No
  Killing Attack (RKA)
  Standard
  Instant
  Target’s DCV
  Yes
  Knockback Resistance
  Special
  Persistent
  Self-only
  —
  Lack of Weakness
  Special
  Persistent
  Self-only
  —
  Life Support
  Special
  Persistent
  Self-only
  —
  Mental Defense
  Special
  Persistent
  Self-only
  —
  Mental Illusions
  Mental
  Instant
  Target’s ECV
  Yes
  Mind Control
  Mental
  Instant
  Target’s ECV
  Yes
  Mind Link
  Special
  Persistent
  Target’s ECV
  Yes
  Mind Scan
  Mental
  Instant
  Target’s ECV
  Yes
  Missile Deflection& Reflection
  Standard
  Persistent
  Self-only
  —
  Multiform
  Special
  Persistent
  Self-only
  —
  Power Defense
  Special
  Persistent
  Self-only
  —
  Regeneration
  Special
  Persistent
  Self-only
  —
  Running
  Movement
  Persistent
  Self-only
  —
  Shapeshift
  Standard
  Constant
  Self-only
  —
  Shrinking
  Size
  Constant
  Self-only
  —
  Skills
  Special
  Constant
  Self-only
  —
  Stretching
  Standard
  Constant
  Self-only
  —
  Summon
  Standard
  Instant
  n/a
  No
  Superleap
  Movement
  Persistent
  Self-only
  —
  Suppress
  Standard
  Constant
  Target’s DCV
  Yes
  Swimming
  Movement
  Persistent
  Self-only
  —
  Swinging
  Movement
  Persistent
  Self-only
  —
  Telekinesis
  Standard
  Constant
  Target’s DCV
  Yes
  Telepathy
  Mental
  Instant
  Target’s ECV
  Yes
  Teleportation
  Movement
  Persistent
  Self-only
  —
  Transfer
  Adjustment
  Instant
  Target’s DCV
  No
  Transform
  Standard
  Instant
  Target’s DCV
  Yes
  Tunneling
  Movement
  Persistent
  Self-only
  —
  
  HERO System Rulesbook
   117
  CHARACTER DISADVANTAGES
  Characters have weaknesses as well as strengths; both
  are necessary to create an interesting, well-rounded individ-
  ual.  Determining a character’s Disadvantages helps deter-
  mine his personality, gives the GM interesting ideas for
  adventures, and gives the character more Character Points
  to spend.
  This section lists the various Character Disadvantages in
  alphabetical order, along with their point costs.
  The total number of points in Disadvantages that a char-
  acter may take is determined by the GM, and is based upon
  what type of campaign the GM is running.  The more
  Disadvantages each character has, the more flaws he has,
  and the more points he gets to spend on Powers, Skills, etc.
  Greater numbers of Disadvantages will also require more
  work from the GM; in general, the greater the number of
  players, the lower the Disadvantage total should be for each
  player.  The table provided at the bottom of this page gives
  rough guidelines as to the number of starting points and
  maximum points in Disadvantages GMs should allow each
  character.
  If a GM wants to encourage the characters to take a variety
  of different Disadvantages, he should set a limit on the
  number of points that characters can gain from a single
  category of Disadvantage.  For heroic campaigns, it is
  recommended that no more than 25 points come from a
  single type of Disadvantage.  For superheroic campaigns,
  the character should get no more than half his base points
  from any one Disadvantage.  Thus, if the character was
  constructed on a base of 100 points, in a standard superhero
  campaign, for instance, then he could take no more than 50
  points in any single Disadvantage category.
  These are only guidelines, and GMs should feel free to
  modify them up or down according to the type of campaign
  that they want to run.  For example, if a GM wants to run a
  fantasy campaign where each character is a demi-god, he
  should start the PCs with more points, perhaps at the
  superhero level.  Similarly, a GM who doesn’t want to worry
  about Disadvantages could raise the starting base and
  decrease (or even eliminate) the points gained from Disad-
  vantages.  A GM who liked a certain type of Limitation (like
  Vulnerability or Psychological Limitation) could raise the
  restriction on maximum points from a single Disadvantage
  type.  This allows characters to take more of the selected
  Disadvantage.
  Players should often be encouraged to take additional
  Disadvantages for their characters, above and beyond the
  set point limit.  Even though they won’t get any points for
  them, such Disadvantages flesh out the character and make
  him more enjoyable and rewarding to play.
  All Disadvantages come with a rule which is called the
  Basic Law of Disadvantages, to wit:
  A Disadvantage that isn’t a Disadvantage
  isn’t worth any points!
  None! For example, if a PC wants to take Physical Limita-
  tion: No legs, and then buys Extra Limbs (legs), then he
  doesn’t get the Disadvantage points.  Similarly, if the charac-
  ter takes “Hunted by trolls” and there are no trolls in the
  campaign world, then it’s not worth any points.  The GM has
  to approve all Disadvantages; he should weed out any that
  don’t seem reasonable or don’t fit into his campaign.
  Character
  Base
  Max Points
  (Max Points from one
  Type
  Points
  from Disadvantages
  category of Disadvantage)
  Total
  Normal
  Incompetent Normal
  -20 (or lower)
  25
  25
  0 (or less)
  Normal
  0
  25
  25
  25
  Skilled Normal
  25
  25
  25
  50
  Competent Normal
  50
  50
  25
  100
  Hero
  75
  75
  25
  125
  Superhero
  Standard
  100
  150
  50
  250
  High Powered
  150+
  225+
  75+
  375+
  
  HERO System Rulesbook
  118
  GMs should remember that Disadvantages are there to be
  used.  A Disadvantage shouldn’t dominate play — not every
  villain should have the weapon the character is vulnerable to
  — but they should be brought into play often enough to keep
  the character on his toes.  A GM shouldn’t feel bad if he uses
  a lightning bolt against a character who takes 2x STUN from
  electricity; that’s what the Disadvantage is for, after all.
  The GM should have a copy of each player character (PC)
  for his reference, especially the character’s Disadvantages.
  These should be used by the GM to create adventures and
  subplots.  If a GM is stuck for an adventure to run one
  evening, he can script an entire scenario around a PC’s
  Hunted or DNPC.  Such an adventure won’t seem far-
  fetched, and besides, that character will be the center of
  attention for a whole evening.
  GMs should note that not all the Disadvantages are
  appropriate for every character in every genre.  For example,
  a knight would not normally purchase Accidental Change,
  and most normal humans have no reason to buy Vulnerabili-
  ties.  However, all the Disadvantages have been presented
  in a single place for ease of use; each GM should make clear
  which, if any, are not allowed in his campaign.
  CHANGING OR BUYING OFF DISAD-
  VANTAGES
  Disadvantages aren’t permanent; a character can buy
  them off as he acquires experience.  The cost for buying off
  a Disadvantage is the same as the bonus received for it in the
  first place.  For example, if a character received 10 points for
  a Psychological Limitation, it would cost 10 Character Points
  to buy the Disadvantage off.  Buying off Disadvantages
  always requires the GM’s permission, and must make sense
  for the character.  For example, if a character wants to buy
  off a Psychological Limitation, he should spend campaign
  time trying to overcome his quirk.  If a character wants to buy
  off certain Disadvantages like Hunteds, the GM should
  probably come up with a reason that the Disadvantage no
  longer limits the character.  For example, if a character was
  Hunted by the FBI, the GM could have a run where the PC
  proves his innocence, or the FBI finds that it is following the
  wrong suspect.  Of course, the character will have to pay
  points to get rid of the Disadvantage.
  With GM’s permission, the characters should also be
  allowed to alter their Disadvantages during the course of the
  campaign.  This can reflect the way the character is being
  played, and can also help promote character development.
  Perhaps a character begins the campaign with the Psycho-
  logical Limitation “Greedy”.  As the campaign progresses,
  this could be changed to “Generous”, or even “Idealistic”.
  Similarly, a character with a Secret ID could be discovered,
  and have to trade in the Disadvantage points for a Hunted,
  or even a Public ID.  So long as the points remain constant
  and the GM gives his permission, the character’s Disadvan-
  tages should be allowed to evolve to suit the character.
  ACCIDENTAL CHANGE
  A character with this Disadvantage will accidentally
  change forms or identities.  This Disadvantage usually
  applies to the superhero genre and should not be used in
  other campaigns.
  The character defines the circumstances under which he
  will change, and the likelihood that the change will occur.
  The following table shows the points received for Accidental
  Change
  Circumstances
  Points
  Uncommon Circumstance
  5
  Common Circumstance
  10
  Very Common Circumstances
  15
  Chance to Change
  Bonus
  8 or less
  +0
  11 or less
  +5
  14 or less
  +10
  The GM must decide whether a circumstance is Uncom-
  mon, Common, or Very Common.
  Every Phase that a character is in a circumstance where
  he would change, he should roll against his Accidental
  Change.  If the roll is made (if the character rolls under the
  listed number), then he changes form, and may not change
  back until the circumstances that caused the change have
  altered.  This change is involuntary; if the character wants to
  be able to change voluntarily, he must buy Instant Change.
  Example: Shadow Wolf has Accidental Change 11-
  when experiencing stress under a full moon.  The GM
  rules that this is an uncommon circumstance, so Shadow
  Wolf gets 10 points.  Henceforth, whenever he is in a
  stressful situation and the moon is full, he will turn into a
  werewolf on a roll of 11-.
  AGE
  This Disadvantage indicates a character who is not at the
  peak of his physical capabilities.  Normally a character is
  considered to be in ideal condition, regardless of his actual
  calendar age; a physically fit character can be older than 40
  without taking this Disadvantage.
  To take Age, a character must have normal characteristic
  maxima.  That is, he must either be playing in a heroic
  campaign or have already purchased the Disadvantage
  Normal Characteristic Maxima (worth 20 points).  A charac-
  ter with Age has different Characteristic maxima than is
  normal; so it is harder to buy up some Characteristics to high
  levels.
  A character who is over 40 receives a 5 point Disadvan-
  tage.  A character who is over 60 receives a 10 point
  Disadvantage.  These ages are given as a sample; the actual
  age of the character is up to the player (a player could take
  the 5 point Age Disadvantage for his character and say that
  the character is a remarkably spry 93-year old.)
  
  HERO System Rulesbook
   119
  BERSERK
  A character with this Disadvantage tends to go berserk
  during periods of stress.  Berserk characters can’t tell friend
  from foe, and automatically attack whomever is in front of
  them until the target is knocked out.  The Berserk character
  then attacks the nearest visible target.  Berserk characters
  use their most familiar or often used offensive Power at full
  strength while Berserk, and apply all Combat Levels to OCV
  (none to DCV).
  A character with the Berserk Disadvantage must specify a
  set of circumstances that initiates the frenzy (the sight of
  blood, a woman’s scream, etc.).  The player also decides
  how easily the character goes Berserk and recovers from
  being Berserk.  The Character Points a character gets for
  Berserk are shown on the Berserk Bonus chart; the GM
  decides whether a circumstance is Uncommon, Common, or
  Very Common.
  Every Phase a character is in a circumstance where he
  can go Berserk, he should roll his chance to go Berserk.
  Once he goes Berserk, a character can attempt to recover
  from the frenzy whenever he runs out of END, changes
  targets (usually because he’s knocked out or killed his
  opponent), or when someone attempts to snap him out of it
  (sometimes a dangerous task).  The character gets a free
  attempt to recover from Berserk after segment 12 if he hasn’t
  attempted to recover in that turn.
  The Berserk Disadvantage is usually used for villains,
  since it’s not very heroic.  When a player character does have
  a Berserk (which is rare), the Berserk is usually Infrequent;
  otherwise the character is likely to hurt someone and get
  arrested.  This Disadvantage is especially inappropriate for
  any characters who are stealthy or who make a point of
  keeping their “cool”.
  As an optional rule, GMs can allow characters to buy a
  limited form of Berserk called Enraged.  When a character is
  Enraged, he mindlessly attacks the individual (or object) that
  set him off.  He attacks with no regard to defending himself,
  and ignores other targets or teammates in need of help.
  Once the Enraged individual has finished with his target, he
  must roll his Recovery; if he fails, he is still enraged.  The
  enraged individual then vents his anger on other targets
  (animate or otherwise).  Enraged is worth half the equivalent
  Berserk, since there is far less chance that the character will
  attack his friends.
  BERSERK BONUS
  Circumstances
  Points
  Uncommon circumstance
  5
  Common Circumstances
  10
  Very Common Circumstances
  15
  Chance to Go Berserk
  Bonus
  8 or less
  +0
  11 or less
  +5
  14 or less
  +10
  Chance to Recover
  Bonus
  14 or less
  +0
  11 or less
  +5
  8 or less
  +10
  Enraged Only
  x1/2
  Characteristic
  Normal
  Age 40+
  Age 60+
  STR
  20
  15
  10
  DEX
  20
  20
  20
  CON
  20
  15
  10
  BODY
  20
  15
  10
  INT
  20
  25
  30
  EGO
  20
  25
  30
  PRE
  20
  25
  30
  COM
  20
  20
  20
  PD
  8
  6
  4
  ED
  8
  6
  4
  SPD
  4
  4
  4
  REC
  10
  8
  6
  END
  50
  40
  30
  STUN
  50
  40
  30
  Movement (Run)
  10"
  8"
  6"
  Movement (Swim)
  5"
  4"
  3"
  GM’s should remember that characters with this Disad-
  vantage are simply not as healthy and fit as their peers
  (unless their peers also have Age, of course).  In addition to
  the lowered Characteristic Maxima, they might get sick more
  easily, have trouble with strenuous tasks, and so forth.
  
  HERO System Rulesbook
  120
  DEPENDENCE
  A character with this Disadvantage is dependent on a
  certain substance, item, or event.  If he is unable to get it, he
  slowly dies.  This Disadvantage can be used to simulate
  chemical dependencies, as well as characters who feel they
  have to do something to survive.  Dependence applies most
  strongly to a superhero game, though characters with De-
  pendence could be found in any genre.
  To determine the value of this Disadvantage, the charac-
  ter should first establish how easily the Dependency is
  fulfilled.  (Insulin is harder to acquire in most campaigns than
  water, so a Dependency on insulin would be worth more
  points than a Dependency on water.) The GM will be the final
  arbiter on how common a substance is in his campaign.
  The character should then determine how long it takes for
  the Dependency to have an effect.  The longer the character
  can go without the substance, the lower the value of the
  Disadvantage.  Finally, the character should determine the
  amount of damage he takes from the Dependency.  The time
  increments are taken directly from the Time Chart.  The
  points a character gets for the Dependency are given on the
  following chart.
  A Dependent character takes STUN damage with no
  defense immediately when the Dependency time increment
  has passed.  Thereafter, he takes damage at each succes-
  sive Dependency time increment.  Once he is unconscious,
  the character will begin to take BODY from the attack as well,
  until death.  The character may not recover from the damage
  until the Dependency is satisfied.  At GM’s option, the
  Dependency can inflict damage other than STUN.  In this
  case, each d6 of STUN damage should be replaced with 10
  Active Points of another attack.
  Dependent Substance is
  Points
  Very Common
  5
  Common
  10
  Uncommon
  15
  Time Before Taking Damage
  Bonus
  Segment
  +15
  Phase
  +10
  Turn
  +5
  Minute
  0
  5 minutes
  -5
  1 Hour
  -10
  5 hours
  -15
  etc.
  # of Dice
  Bonus
  1d6
  +0
  2d6
  +5
  3d6
  +10
  Example: Aquakid takes a Dependence: He can only
  stay out of water for one hour, or else he starts to dry out
  and die.  Water is a Very Common Substance (5 points),
  1 hour is (-10 points), and Aquakid will take 3d6 damage
  (+10 points), for a total of 5 points.  After 1 hour out of the
  water, Aquakid will take 3d6 of damage, and every hour
  after that he will take an additional 3d6.  This damage
  may not be recovered until Aquakid reaches water.
  DEPENDENT NPC (DNPC)
  A character with this Disadvantage has a non-player
  character friend, companion, or associate who gets into
  trouble a lot, requiring the character to protect or save him.
  The DNPC Disadvantage can also be used to simulate fans
  or even villainous siblings — in short anyone the character
  feels he has to look out for.  The character should define how
  competent the NPC is and how often the NPC gets involved
  in scenarios.  The points for a DNPC are given on the DNPC
  table.
  The player must determine who the DNPC is before
  playing the character, and should give the GM a full descrip-
  tion; the GM can then help develop the NPC’s personality
  and Characteristics.  The GM might even give the DNPC
  some Disadvantages, thus making the character more inter-
  esting.  Sometimes the player may leave the DNPC entirely
  up to the GM, letting the DNPC be a surprise.  The DNPC can
  also change from time to time, or even every adventure (“A
  date in every port”).
  The GM should determine at the beginning of an adven-
  ture whether or not the DNPC is involved; this may mean
  being kidnaped by villains, falling into a deep pit, getting
  close to discovering the character’s Secret Identity, or just
  getting into trouble.  The frequency roll is given as a guideline
  for the GM; feel free to ignore it if it doesn’t fit with the
  evening’s adventure.  Just make up for it some other time.
  
  HERO System Rulesbook
   121
  The Dependent NPC should be someone that the PC feels
  that he has to protect.  Moreover, the DNPC should have
  weaknesses such that he needs to be protected.  Remem-
  ber, a DNPC is a Disadvantage.  He might help the character
  once in a while, but on the whole he just causes trouble.  If
  a DNPC is too helpful, the character shouldn’t get any points
  for the Disadvantage (or should even pay points, see Con-
  tact).  In a superhero campaign, a DNPC may or may not be
  aware of a character’s Secret Identity (either choice can lead
  to interesting complications).
  If a DNPC dies, the character has several choices, de-
  pending on the nature of his personality.  The character can
  find a new DNPC (provided by the GM), or gain the equiva-
  lent Character Points in a Psychological Limitation.  Such a
  Psychological Limitation could be revenge, violence in gen-
  eral, or depression and uncertainty.
  Example: A superhero has a weak old Aunt Mary who
  tends to get involved in adventures frequently; she
  doesn’t know her nephew is a superhero, and so she
  follows him around to find out what he’s up to.  The point
  bonus would be: (Frequently involved, Incompetent per-
  son) = 25 Character Points.
  Andarra’s kid sister is the CEO of OmniCorp Inc., one
  of the largest megacorporations in the Gemini cluster.
  Andarra’s sister is constantly getting into situations that
  require Andarra to bail her out.  The kid sister is worth 10
  points (Occasionally Occurring, Normal Person, Useful
  noncombat position).
  Finally, Shadow Wolf’s Father is the supervillain
  Talon.  Although Shadow Wolf fights against Talon, he
  feels that he has to protect him from serious injury.  This
  is worth 5 points.  (Occasional, As powerful as the PC.)
  GMs should be careful when allowing players to design
  DNPCs.  A DNPC is a Disadvantage and should not be an
  excuse for a character to have access to a number of skills
  that he didn’t pay for.  If he wants a sidekick or a useful
  companion, then he should buy a Follower.
  The DNPC is
  Points
  Incompetent (-20 points or lower)
  10
  Normal
  5
  Slightly Less Powerful than the PCs
  0
  As powerful as the PCs
  -5
  DNPC has useful noncombat position or skills
  -5
  Appearance
  Bonus
  8 or less (Infrequently)
  +5
  11 or less (Occasionally)
  +10
  14 or less (Frequently)
  +15
  DISTINCTIVE FEATURES
  A character with this Disadvantage has some easily rec-
  ognizable features that are difficult to conceal.  Distinctive
  Features could be such things as bright red hair, a facial scar,
  unusual height (large or small), a peculiar walk, a strange
  voice, extra arms, green skin, or some other trait.  It could
  also be some distinctive personal habit that the character
  displays even when inappropriate (always uses off-color
  expressions, chews tobacco, always tells puns, etc.)
  The GM has to decide how frequently a character looks
  distinctive to others, and whether it is enough to merit a
  Disadvantage.  If so, he should also determine the reaction
  of others.  Remember that this is a Disadvantage; if a
  superheroine has Distinctive Features that cause unabiding
  lust in all who look at her, it might help her occasionally, but
  usually it will just cause trouble (men will vie for her attention,
  other women will be indignant, etc.)
  This Disadvantage should usually only be taken once;
  having several scars just makes you more distinctive.  How-
  ever, if a character has two completely unconnected Distinc-
  tive Features (he happens to be a mutant and an incorrigible
  punster), then it might be acceptable to buy this Disadvan-
  tage more than once.
  In a science fiction or superhero game, Distinctive Fea-
  tures would really have to be unusual to be “distinctive”.  In
  a society where there are hundreds of different races or
  superheroes, people would consider very few traits to be
  unusual.  Clothing may be considered Distinctive Features,
  but the character has to dress that way even in inappropriate
  situations.
  DISTINCTIVE FEATURES
  Points
  Concealability
  5
  Easily concealable
  10
  Concealable (with Disguise Skill
  or major effort)
  15
  Not concealable
  Bonus
  Reaction
  +0 points.
  Is Noticed and Recognizable
  +5 points
  Is always noticed; causes major
  reaction or prejudice
  +10 points
  Causes Extreme reaction (abject
  fear, unabiding lust, complete
  disgust)
  
  HERO System Rulesbook
  122
  Example: A strange voice would be Concealable, since
  the character could avoid talking, and does not cause
  appreciable prejudice: the total value would be 10 points.
  If the voice was so frightening that it causes people to
  react negatively, it would be worth 15 points.  And if it is
  so revolting that it causes revulsion in all who hear it, it
  would be worth 20 points.
  This Disadvantage should also be used for characters
  who suffer prejudice because of some physical feature.  For
  example, in a campaign where all mutants are the victims of
  prejudice (they are discriminated against, can’t get govern-
  ment jobs, etc.), a PC mutant could take this Disadvantage.
  If his mutation was not concealable (he was blue and furry,
  for example), the Disadvantage would be worth 20 points
  (Not Concealable, Major Reaction).  Similarly, if a character
  were an orc in a campaign where orcs are loathed and
  reviled, he could purchase the Disadvantage Distinctive
  Features.
  HUNTED AND WATCHED
  A character with this Disadvantage is hunted by some
  person or group.  Taking Hunted means that during adven-
  tures the Hunters can show up and attempt to do something
  nasty to the character.  This can range from monitoring his
  activities, to interrogating him, to arresting him, to trying to kill
  him outright.  The character may or may not know he is being
  Hunted (player’s choice).
  The Character Points a character gets for being Hunted
  depends on how competent (dangerous) the Hunters there
  are, what they will do with the character, and how actively
  they are looking for him.  The Character Point bonus is listed
  on the Hunted table.  First, the player chooses the ability of
  the Hunters to carry out their goals.  If they intend to kill the
  character, then these values should reflect their ability to
  beat him in combat.  However, if they only intend to watch
  him, these values should reflect their ability to keep him
  under observation.  A private investigator might be very good
  at watching someone but could not fight them under any
  circumstances.  Such a character would be worth 15 points
  as a watcher, but only 5 as a hunter.  Conversely, a low
  intelligence supervillain might be a very ineffectual watcher,
  but could easily defeat the character in combat.  Such a
  character would be worth 15 points as a hunter, but 5 as a
  watcher.
  Having set the Hunted’s capabilities, the player should
  next choose what the hunters will do when they catch the
  character.  Lastly, they choose how often the Hunters show
  up.
  The chance for a Hunter to show up in each game session
  is a base 8 or less roll on 3d6.  The GM secretly rolls this
  chance at the beginning of the adventure; if the GM rolls an
  8 or less, the Hunter should show up sometime during the
  course of the adventure.  This chance to show up is meant
  as a general guideline for the GM, not a strict rule.  The GM
  should feel free to ignore the roll if another adventure is
  planned.  However, he should make a note of it and have the
  Hunters show up during another session.  Characters
  hunted more actively than an 8 or less receive more points.
  All Hunteds must be approved by the GM, and all Hunters
  should already be written up by the GM.  The player (with the
  GM’s help) should figure out why he’s being Hunted by that
  particular individual or group.  The Hunters may be involved
  with the character’s origin or some part of his early (non-
  played) career.  The player should use his imagination; the
  more creative the reason for the Hunted, the more fun the
  game will be.
  Hunters are normally villains, but the character may be
  wanted by the police for questioning, or sought after by a
  government agency (FBI, CIA, etc.) for any of the above
  reasons.  In a fantasy campaign the Hunters could be
  minions of an evil wizard or soldiers of the King.  Characters
  don’t get points for individuals or groups that begin Hunting
  during the campaign — that’s just one of the hazards of
  adventuring.
  HUNTED
  Capabilities
  Points
  Less powerful than PC
  5
  As powerful as PC
  10
  More powerful than PC
  15
  Has extensive non-combat influence (NCI)
  +5
  Hunter(s) are limited to a certain
  geographical area
  -5
  Appearance
  Bonus
  8 or less (Occasionally)
  +0
  11 or less (Frequently)
  +5
  14 or less (Very Frequently)
  +10
  Motivation
  Bonus
  Hunter(s) is only watching the character
  x1/2
  Hunter(s) desire to mildly punish the
  character (deportation, fining, question,
  theft of possessions)
  -5
  Hunter(s) desire to harshly punish
  the character (imprison, enslave, kill)
  0
  NORMAL CHARACTERISTIC MAXIMA
  This represents a character who is a “normal” in a world of
  superheroes or other super-powerful beings.  This Disad-
  vantage can only be purchased by characters in a campaign
  where there are normally no restriction on Characteristics (a
  superheroic campaign).  Characters with this Disadvantage
  have the same characteristic maxima as other normals, and
  to raise characteristics above that level costs twice the usual
  number of points.  Powers that raise the Characteristics
  (Growth, Density Increase) affect Characteristics normally,
  and are not counted against the Characteristic maxima.
  
  HERO System Rulesbook
   123
  Characteristic
  Normal Maximum
  STR
  20
  DEX
  20
  CON
  20
  BODY
  20
  INT
  20
  EGO
  20
  PRE
  20
  COM
  20
  PD
  8
  ED
  8
  SPD
  4
  REC
  10
  END
  50
  STUN
  50
  Movement(running)
  10"
  Movement(swimming)
  5"
  This Disadvantage also forces the character to pay the
  “normal” rates for increasing his movement rates above the
  normal human maximum.  Characters with this Disadvan-
  tage can also purchase the Disadvantage Age to still further
  restrict their Characteristics.  Normal Characteristics is
  worth 20 points.
  PHYSICAL LIMITATION
  A character with this Disadvantage has a physical problem
  which hampers him, such as blindness or a weak leg.  The
  amount of points given for a Physical Limitation is deter-
  mined by how often the limitation gets in the way and by how
  damaging the limitation is.  The GM, of course, is the final
  judge of how many points a Physical Limitation is worth.
  A Physical Limitation that is directly corrected by a Power
  is worth a lesser bonus or no bonus at all; for instance, if a
  telekinetic character took Physical Limitation: “No Hands”, it
  would be worth less, or perhaps nothing at all.
  The points given for a Physical Limitation are shown on the
  Physical Limitation table.  Often, Physical Limitations can
  have some other effect on the character.  For instance, a
  character with the Physical Limitation: “Bad Leg” would
  probably sell back some of the 6" of Running that every
  character has, maybe two or three inches.  This would give
  the character an extra 4 or 6 Character Points in addition to
  the bonus for the Physical Limitation.
  PHYSICAL LIMITATION
  Limitation Occurs
  Points
  Infrequently
  5
  Frequently
  10
  All the Time
  15
  Limitation Impairs
  Bonus
  Slightly
  +0
  Greatly
  +5
  Fully
  +10
  Examples:
  No Hands (All the Time, fully impairing)
  25 Character Points.
  Unable to walk (Frequent, fully impairing)
  20 Character Points.
  Blindness (All the time, fully impairing)
  25 Character Points.
  Missing one eye: lack of depth perception, no periph-
  eral vision on one side: (infrequent, slightly limiting)
  5 Character Points.
  Physical Limitations can also be used to represent basic
  abilities that the character does not have.  For example, if
  everyone in the campaign can read, and the character can’t,
  this would be worth 10 points (Frequently, Slightly), or even
  more in a highly technical society.  Similarly, if a character
  was “Completely unfamiliar with Earth culture”, this would be
  a Physical Limitation worth 20 points.  (All the time, Greatly).
  In short, if there is something that the character can’t do for
  some reason, this can be simulated by using Physical
  Limitation.  If the problem is that he won’t do it, but is
  physically capable, then the Disadvantage is a Psychologi-
  cal Limitation (see below).
  PSYCHOLOGICAL LIMITATION
  A character with this Disadvantage has a mental quirk
  regarding a given thing or situation.  The player defines how
  often the limitation occurs and how impairing it is.  The
  character gets points according to the Psychological Limita-
  tion table.
  There are three basic types of Psychological Limitations:
  1) Morality or Codes of Conduct: These include Disadvan-
  tages such as a code of honor, a code against killing, “Will
  not hit an unsuspecting target”, “Chivalrous”, and so on.
  2) Fears and Hatreds: This category includes things, places,
  and events that cause the character fear or spark feelings
  of hatred.  This category includes fear of heights, cramped
  rooms, open space, hatred of foreigners, criminals, and
  so forth.
  3) Personality Traits or Compulsions: This category includes
  behavior that a character feels compelled to do or traits
  that describe him.  This category is not just a description
  of negative traits, but of positive ones also.  This category
  includes limitations such as greed, overconfidence, “Will
  not tell a lie”, “Loves Professor Wong”, and so on.
  PSYCHOLOGICAL LIMITATION
  Points
  Situation Is:
  5
  Uncommon
  10
  Common
  15
  Very Common
  Bonus
  Intensity
  +0
  Moderate: decides character’s choice of
  targets, reactions to situations.
  +5
  Strong: character takes irrational actions
  concerning the situation: may only change
  with EGO Roll.
  +10
  Total: character becomes totally useless
  or completely irrational in the situation: will
  not change his or her mind for any reason.
  
  HERO System Rulesbook
  124
  Once the situation has occurred, the character must react
  as the Psychological Limitation dictates for at least one
  Phase.  Then the character may attempt to control his or her
  feelings through strength of will.
  Psychological Limitations should define the major outlines
  of the character’s personality.  The GM should not allow
  frivolous or silly Psychological Limitations (fear of mice,
  hatred of the color pink).  A Psychological Limitation must
  have some application to the campaign, otherwise it’s not
  worth any bonus.
  EXAMPLES
  • Codes of Conduct —
  Code of Chivalry: Common situation,
  Total commitment (20 points)
  Code Against Killing: Common situation,
  Total commitment (20 points)
  Honorable (always keeps word, never takes
  advantage of a situation): Common situation,
  Total commitment (20 points)
  Cannot Tell a Lie: Uncommon situation,
  Total commitment (15 points)
  Superpatriot (believes in country right or
  wrong): Common situation, Total commitment
  (20 points)
  Always Obeys Orders of Superiors: Very
  common, Moderate commitment (15 points)
  • Fears or Hatreds —
  Claustrophobia: Uncommon situation,
  Total reaction (15 points)
  Fear of Crowds: Common situation,
  Total reaction (20 points)
  Paranoid: Very Common situation,
  Strong reaction (20 points)
  Hatred of Orcs: Common situation,
  Strong reaction (15 points)
  • Personality Traits —
  Overconfidence: Very common situation,
  Moderate commitment (15 points)
  Greedy: Common situation, Strong commitment
  (15 points)
  Compulsive Liar: Common situation, Total
  commitment (20 points)
  Prankster: Common situation, Moderate
  commitment (10 points)
  Coward: Common situation, Total commitment
  (20 points)
  Vengeful: Uncommon situation, Strong
  commitment (10 points)
  In love with X: Common situation, Strong
  commitment (15 points)
  Of course, the amount of points for these examples could
  vary due to the intensity of the limitation, which changes from
  character to character.  For example, one character may
  have a 20 point Code vs.  Killing, simulating a total commit-
  ment not to kill.  Such a character would also seek to prevent
  others from killing.  On the other hand, another character
  may only have a 10 point Code Vs.  Killing (The character will
  never himself kill but might allow others to, albeit with much
  protest).
  Also remember, that this is a Disadvantage, so the GM
  should stress the bad aspects of the Psychological Limita-
  tion.  Occasionally, overconfidence may help the character,
  but most often it causes trouble.
  Note that whereas a Physical Limitation indicates some-
  thing that a character can’t do, a Psychological Limitation
  indicates something that the character won’t do.  No matter
  how hard a character tries, he cannot overcome a Physical
  Limitation.  (If you are missing a hand, no amount of will-
  power will bring it back).  A Psychological Limitation, in
  contrast, is “all in the mind”; there is nothing physically
  preventing the character from performing a task.  And if he
  can muster the willpower (make an EGO Roll), he can
  overcome his own limitation (assuming it isn’t a total commit-
  ment).
  PUBLIC IDENTITY
  A character with this Disadvantage is a famous public
  figure, and will be known and recognized nearly everywhere.
  Such an individual has no possible underground or secret
  identity, and authorities, supervillains, and autograph seek-
  ers can always find him.  Hunters looking for a character with
  Public ID will probably find him more frequently (add a bonus
  to the roll).  The Hunters will also know more about the
  character, and can take advantage of his known Disadvan-
  tages (if he has a DNPC, for example).
  This Disadvantage is only appropriate for characters who
  are known by everyone; a character who is little known (but
  who doesn’t have a Secret ID) does not automatically get a
  Public ID.  This Disadvantage can make a character’s life
  simpler, but also causes a lot of trouble (ask any celebrity).
  Public Identity is a 10 Point Disadvantage.
  
  HERO System Rulesbook
   125
  REPUTATION
  Reputation means that people recognize and know about
  the character (due to the character’s exploits before the
  campaign begins).  This can occasionally be useful, but
  more often it serves to inform people of the character’s
  personality and gives them knowledge they wouldn’t ordi-
  narily have about tactics or equipment.  Characters may, of
  course, build up a Reputation during the course of adventur-
  ing, but this won’t give them any Character Points.
  REPUTATION
  Points
  Recognized
  5
  Sometimes (8 or less)
  10
  Frequently (11 or less)
  15
  Almost always (14 or less)
  +5
  Extreme Reputation
  Reputation and Public ID are by no means identical.  A
  Public ID means that the general populace knows the true
  identity of the character — he can never work undercover
  (without disguise) and will never be free to lead a private life.
  A Reputation, in contrast, involves the character’s adventur-
  ing persona.  A supervillain may well have a bad reputation
  as a bloodthirsty killer; a knight could be known for his sense
  of honor.
  The disadvantage of a Reputation is that others will know
  (or think they know) how the character reacts to certain
  situations, and they can use that to advantage.  Extreme
  Reputations will almost control the reactions of anyone who
  recognizes the character.  For instance, if a knight has a
  Reputation for a sense of honor, an evil princess might trick
  the knight into giving his word to defend her.  The Reputation
  of the knight means that the evil princess knows that the
  knight would never go back on his word.
  Other types of Reputation can make life difficult for a
  character.  A character with a Reputation for violence might
  find himself shunned by polite company, refused service, or
  even being arrested just on suspicion.
  RIVALRY
  A character with this Disadvantage is engaged in a not-so-
  friendly rivalry, either professional, romantic, or both.  A
  Rivalry is not like a Hunted, because the rival is usually on the
  same side as the character, and the Rivalry usually affects
  the character’s personal life.  All Rivalries must be approved
  by the GM, and the other PC if a PC is the object of the
  Rivalry.
  In a Rivalry situation, the character always attempts to
  outdo his rival in every endeavor.  The character acts this
  way even when it endangers the overall success of the
  adventure.
  Example: Hamilton Cross, a bitter piano player, has
  always been jealous of the way that Randall Irons is lucky
  with the ladies.  One night in the Empire Club, he sees
  Randall dancing with the Duchess Lydia.  Leaving the
  other PCs behind, Hamilton walks down to the dance
  floor to show Randall what dancing is all about.
  Rivalry Situation
  Points
  Professional or Romantic Rival
  5
  Professional and Romantic Rival
  10
  Rival is in superior position
  (superior rank, is engaged
  to romantic interest, etc.)
  +5
  Rival is PC
  +5
  SECRET IDENTITY
  A character with this Disadvantage has a secret identity
  which is completely independent of his adventuring persona.
  He leads a life as a normal person, with a job, friends, house,
  etc.  A character with this Disadvantage will go to great
  lengths to protect his secret.  He feels (often, quite correctly)
  that if his identity was known, his family and friends would be
  in constant danger.
  This Disadvantage presumes that the character leads a
  double life (not every individual on the street has a Secret
  ID).  Moreover, it is assumed that someone or some group
  cares about who the character is — and is trying to discover
  the character’s true identity.  If no one cares who a character
  is, Secret ID is not really disadvantageous, and is not worth
  any points.  This is, of course, the case for the vast majority
  of people — don’t assume that you have a Secret ID just
  because you aren’t famous!
  This Disadvantage is very common in superheroic cam-
  paigns.  In heroic games, Secret Identity is less common.
  Some genres won’t be appropriate for a Secret Identity (most
  fantasy campaigns are not).
  Secret Identity is worth 15 points.
  
  HERO System Rulesbook
  126
  SUSCEPTIBILITY
  A character with this Disadvantage takes damage from
  objects or effects that are harmless to most people.  The
  character defines how frequently the damaging object or
  effect is encountered, how often he’ll take damage from it,
  and how much damage he’ll take.  The points a character
  gets for Susceptibility are given on the Susceptibility Bonus
  table.
  A Susceptible character takes STUN damage with no
  defense immediately when subjected to the effect of the
  Susceptibility.  Thereafter, he takes damage at time incre-
  ments determined when the susceptibility is purchased (the
  more frequently the character takes damage, the more
  points the Disadvantage is worth).  Once he’s unconscious,
  the character begins to take BODY from the attack as well,
  until death.  The character may not recover from the damage
  until the object or effect is removed.
  Example: Centurion takes 3d6 each Phase he is in
  contact with green argonite meteorites.  This is uncom-
  mon, so it is worth 25 points (3d6, Uncommon, Damage
  is once per Phase).  He is placed in a green argonite cell
  and takes 3d6 STUN each of his Phases.  Centurion
  soon goes unconscious.  Now he’ll take 3d6 STUN and
  BODY each Phase until he dies.  (Count the BODY on the
  STUN dice — don’t roll 3d6 of BODY damage.) Don’t
  worry, he’ll be rescued before then.
  If the character is Susceptible for some instant effect, like
  an attack, he takes the damage whenever exposed to the
  instant Power.  He receives no bonus for time increments,
  since the effect will not last long enough to fulfill a time
  increment.
  Example: Cheshire Cat takes 3d6 damage whenever he
  is teleported.  This is uncommon for 5 points, +10 points
  because he takes 3d6.  Cheshire Cat gets no points for
  time because teleport is an instant effect.
  Condition is
  Points
  Uncommon
  5
  Common
  10
  Very Common
  15
  Take damage every
  Bonus
  Segment
  +15
  Phase
  +10
  Turn
  +5
  Minute
  0
  5 minutes
  -5
  etc.
  Effect is instant
  +0
  # of Dice
  Bonus
  1d6
  +0
  2d6
  +5
  3d6
  +10
  At the GM’s option, the susceptibility can inflict damage
  other than STUN.  In this case, each d6 of STUN damage
  should be replaced with 10 Active Points of another attack.
  Example: A vampire NPC becomes weaker while on
  holy ground.  The GM creates a 3d6 Susceptibility that
  will affect the vampire each turn.  When the vampire
  steps onto holy ground, he suffers a 30 Active Point STR
  Drain, which comes out to a 3d6 Drain of Character
  Points of STR.  The vampire cannot regain this loss until
  it leaves the blessed ground.
  A character may choose to take BODY and STUN from his
  Susceptibility each Phase even before he’s unconscious; if
  so, he should buy the Susceptibility twice.  Be careful with
  this alternative — it’s quite dangerous.
  If a character is Susceptible to some item like green
  argonite, the GM should make sure that such a thing is found
  in his campaign.
  This Disadvantage is primarily for a superheroic cam-
  paign.  Characters in heroic campaigns should not take a
  Susceptibility except in highly unusual circumstance (play-
  ing a vampire, for instance).
  
  HERO System Rulesbook
   127
  UNLUCK
  A character with this Disadvantage has improbable, un-
  lucky things happen to him.  The GM should ask the charac-
  ter to make an Unluck Roll when the character is winning
  easily in a fight, depending on a sure thing, taking a simple
  task for granted, and so forth.  The GM should be careful not
  to overemphasize this Disadvantage, as Unluck can be
  extremely frustrating and annoying.  The GM might roll
  secretly for Unluck, and let the player worry about whether or
  not it’s working.  Usually, Unluck should only be rolled once
  during an encounter, in order to give the GM a general idea
  of the outcome.
  The character rolls 1d6 for every 5 Character Points of
  Unluck.  Each “1” that appears on the dice counts as one
  level of Unluck.  The more levels of Unluck, the more intense
  the effects should be.  The following table gives some
  suggested effects for Unluck.
  UNLUCK
  Levels
  Possible Effects
  1
  The character slips and is put at a combat
  Disadvantage, the computer malfunc-
  tions, the character could lose a vital
  clue or piece of equipment, or a
  complete stranger picks a fight.
  2
  Bystanders get between the character and
  his target, normally friendly people are
  unwilling or unable to help the character,
  the character’s bow breaks at an in
  opportune moment, a vacuum suit
  temporarily malfunctions, or a fumble
  injures a friend.
  3
  The character is suddenly Stunned in a
  fight by falling debris, another enemy
  shows up, a downed enemy is revived
  by a spectacular coincidence, the
  character’s jetpack shuts off in flight, or
  an airlock opens accidentally.  Incredibly
  bad coincidence is possible.
  4 or more
  Like 3, only the bad luck starts to affect
  the character’s friends or comrades.  An
  entire team’s spacesuits might fail, all
  ammunition might turn out to be duds,
  several hunters might turn up simultane-
  ously, etc.
  Unluck is not just a roll; it should affect the character in
  minor ways whenever he is winning or on top of a situation.
  A character with Unluck may also buy Luck.  The character
  would be Lucky when losing and Unlucky when winning
  (resulting in a very confused character).  The maximum
  amount of Unluck allowed is 5d6 (25 Character Point Disad-
  vantage).  Any more than this and the character would have
  great difficulty staying alive in a dangerous world, and would
  probably kill his friends as well.
  VULNERABILITY
  A character with this Disadvantage takes extra damage
  from a particular attack form.  The character determines
  (with the help of the GM) how common the attack is and what
  multiple of normal damage he takes.  The points a character
  gets for a particular Vulnerability are given in the Vulnerabil-
  ity Bonus Chart.
  The damage is multiplied by the Vulnerability multiplier
  before any defenses are applied — if you’re Vulnerable to the
  attack, it’s going to hurt.
  This multiplier applies to either the STUN and BODY of the
  attack; this must be determined when the Disadvantage is
  purchased.  It is possible for a character to take a STUN
  Vulnerability and BODY Vulnerability to an attack; in this
  case he should buy the Disadvantage twice.
  Normal Vulnerabilities multiply the damage by 1 1/2; alter-
  natively, characters can take 2x damage for a larger Disad-
  vantage.  The frequency of a certain type of attack will vary
  from campaign to campaign.  If the campaign is high-tech,
  energy blasters might be common, while in a fantasy setting
  they would be non-existent (and therefore not worth any
  points).  The GM can judge how common different types of
  attacks are in his campaign.
  Generally, this Disadvantage is only appropriate for a
  superheroic campaign.  Vulnerabilities are only permitted in
  heroic campaigns with GM’s permission.
  VULNERABILITY BONUS
  Points
  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).
  Bonus
  Vulnerability Multiplier
  +0
  x 1 1/2 (Target takes 1 1/2x damage)
  x2
  x2 (Target takes 2x damage)
  EXAMPLES:
  Character takes 2x BODY from Sonics: (Uncom-
  mon attack, 2x BODY) 5 x 2 = 10 Character Points.
  Character takes 1 1/2x BODY from Punches:
  (Common attack, 1 1/2x BODY) = 10 Character
  Points.
  Character takes 1 1/2x STUN from Physical Killing
  Attacks: (Very Common, 1 1/2x STUN) = 15
  Character Points.
  Vulnerability can also be used for those attacks that do not
  do strict “damage” — like Mental Illusions, Mind Control, and
  Presence Attacks.  The value for such a Vulnerability is
  determined normally (i.e.,  it is based on the level of Vulnera-
  bility Multiplier and the commonness of the attack).  When
  attacked by the attack form, the character multiplies the dice
  of effect by the Vulnerability Multiplier, and then uses this
  new total to determine level of effect.
  Example: Ferret takes x2 effect from Presence Attacks
  (he’s timid).  Mechanon flies down and shouts “Freeze,
  organic form!” Mechanon’s Presence is 40, and he rolls
  29 on his 8d6.  Ferret doubles this to 58, and then applies
  it against his 8 Presence.  This is a Presence + 50 effect
  
  HERO System Rulesbook
  128
  — Ferret won’t be going anywhere for a long time.
  WHAT IS A PACKAGE DEAL?
  A Package Deal is a framework for building a character.
  The Package Deal represents the set of Skills, Disadvan-
  tages, restrictions, and bonuses that a character would
  acquire because of membership in an organization, or from
  practicing a certain profession.  Package deals represent
  the character’s experiences, or minimum requirements for
  an organization.
  Package Deals have advantages for both the player and
  the GM.  For the player, it’s easier to build a character
  because package deals give a place to start, and extra
  points for the character (due to the Disadvantages con-
  nected with the Package Deal).  The GM, in turn, now has
  a better idea of the character’s background and more
  information about where he comes from.
  CREATING PACKAGE DEALS
  All Package Deals should be created by the GM, or at
  least carefully scrutinized by him.  Package Deals represent
  important organizations in the GM’s campaign, and there-
  fore should be under his direct control.
  When constructing Package Deals, the GM should first
  decide what benefits the package would have.  Do the
  members of the organization all have a certain skill, or
  knowledge of a certain subject? If so, the skill should be a
  part of the package.  For example, all members of a Thieves
  Guild might know how to pick pockets, and would have the
  Sleight of Hand Skill.  Similarly, are there any Disadvan-
  tages associated with the job? Hunteds and Reputations
  are common Disadvantages, as are Distinctive Features.
  The GM should be careful not to include too many Skills
  and Perks, as this takes away character individuality.  Pow-
  ers and Talents shouldn’t be included in Package Deals
  except in special cases.  Generally, Package Deals should
  cost the character between 3 and 10 points, with 15 being
  the usual maximum.  Package Deals should not be all-
  encompassing; instead, they should provide a basic frame-
  work for character development.
  In addition, each Package Deal should include Skills that
  won’t be of immediate use to the character.  These can
  include Knowledge Skills, Professional Skills, and Sci-
  ences.  GMs should be careful to avoid Package Deals that
  are simply cheap ways to buy combat skills that the charac-
  ter would buy anyway.
  When the player writes down the Package Deal on a
  Character Sheet, he should put any points from Disadvan-
  tages in the Disadvantage section, and write down the Skills
  in the Skills section.  The name of the Package(s) that the
  PACKAGE DEALS
  character has should also be written down.
  RACIAL PACKAGE DEALS
  Package deals can also be used to create the attributes
  of different races such as elves, dwarves, Alpha Centauri-
  ans, heavyworlders, etc.  When designing a racial Package,
  the GM should only include those Skills and Disadvantages
  that all members of the race possess.  Common Disadvan-
  tages include Distinctive Features and Physical Limitations.
  The GM should avoid putting Psychological Limitations into
  a Racial Package Deal, because it will make all the mem-
  bers of the race seem similar.
  Racial Packages can also include two other features not
  usually found in normal package deals: Powers and altered
  Characteristic Maxima.  Powers can be used to reflect racial
  abilities: bird men might all have flight, while pixies might all
  have Shrinking.  Most such Powers would be bought with
  the Power Advantage Always On, if they were not already
  Persistent.
  A racial Package can also alter the Characteristic Max-
  ima for the race.  The cost for raising the Characteristic
  Maxima costs the same as actually buying the Characteris-
  tic (not counting any doubling for exceeding the maxima).
  For example, if the GM wants a race of felines to have racial
  maxima for DEX of 25, it would cost 5 x 3 = 15 Character
  Points.  It is also possible to decrease the Characteristic
  Maxima; for each 2 Character Points that the Characteristic
  Maxima is decreased, the character receives 1 Character
  Point.  For example, for a race of Brownies to have a
  maximum BODY of 15, they would receive 10/2 = 5 Char-
  acter Points.  Of course, a character of the given race can
  have a Characteristic over the racial maxima — it will just be
  more expensive.  (See Characteristic Maxima.)
  When designing a Racial Package Deal, the GM should
  be careful to make a distinction between racial abilities
  (which everyone born into the race has), and racial skills,
  which are taught as the individual grows up.  For example,
  a dwarf is naturally tougher and more hearty than a human,
  so this should be part of the Racial Package Deal.  However,
  a dwarf only learns to be a master blacksmith from growing
  up in dwarven society; if he was raised in a human family,
  he might become a farmer or a goatherd.  Thus blacksmithy
  should not be part of a dwarven Racial Package Deal.
  Neither powers nor changes in Characteristic maxima
  should be considered when calculating the Package value
  
  HERO System Rulesbook
   129
  for the Package Bonus.
  PACKAGE BONUS
  This is the most important part of a Package Deal.  The
  intent behind a Package Bonus is to encourage a character
  to take the Package, by giving a “bargain price”.  The
  Package Bonus also serves to compensate the character
  for the fact that not all of the Skills in the Package will be
  equally useful.  To determine the Package Bonus, the GM
  should total the Character Point value of all the Skills and
  Perks in the package.  This should be done before any
  Disadvantages are applied.  The total is then compared to
  the following chart.
  PACKAGE BONUS
  Total Points
  Package Bonus
  1-4
  No Bonus
  5-9
  +1 Point
  10-14
  +2 Points
  15+
  +3 Points
  OBTAINING A PACKAGE DEAL
  In order to acquire a Package Deal, the character should
  simply pay the Package cost with character points.  To fit
  conception, the character should only buy a Package Deal
  if it fits — the Green Berets would never accept a 12 year-
  old child into their ranks.  The GM has the final decision
  whether a character can purchase a Package Deal or not.
  Once he’s purchased a Package Deal, the character now
  has all the Skills and Disadvantages listed in the Package
  Deal.  Do not be confused by the term “Package bonus”.
  The character does not get points from the Package bonus,
  it just makes the package cheaper.  Characters should list
  the Package Bonus under their Disadvantages in order to
  balance their point totals.
  SAMPLE PACKAGE DEALS
  POLICEMAN
  Skills
  Cost
  FAM w/Small Arms
  2
  FAM w/Billyclub
  1
  KS: Criminal Law 11-
  2
  CK: City of Operation 11-
  2
  Perk: Local Police Powers
  2
  3 Skills from the following list:
  9
  (Bureaucratics, Combat Driving, Concealment,
  Conversation, Criminology, Forensics Work,
  Persuasion, Shadowing, Streetwise)
  Disadvantages
  Package Bonus
  -3
  Distinctive Features (Cop)
  -5
  Monitored by Local Police Department, 11-
  -10
  Package cost
  0
  ROGUE
  Skills
  Cost
  FAM w/Melee Weapons
  2
  Language: Thieves’ Argot
  3
  KS: City Guards 11-
  2
  CK: City of Operation 11-
  2
  PS: Type of Crime 11-
  2
  Stealth
  3
  Choose two appropriate 3 point skills at +1:
  10
  Perk: Contact 13-
  4
  Disadvantages
  Package Bonus
  -3
  Hunted by City Militia
  -20
  Monitored by fellow rogues, 8-
  -5
  Package cost
  0
  RACIAL PACKAGE DEALS
  DWARVES
  Ability
  Cost
  Increased CHAR maxima:
  CON 23
  6
  BODY 23
  6
  EGO 21
  2
  END 60
  5
  PD 10
  2
  ED 10
  2
  Disadvantages
  Package Bonus
  0
  Decreased CHAR maxima:
  INT 18
  -1
  -1" Running (base running 5")
  -2
  Distinctive Features (Dwarf)
  -10
  Package cost
  10
  WOOD ELVES
  Ability
  Cost
  Increased CHAR maxima:
  DEX 21
  3
  INT 23
  3
  EGO 21
  2
  COM 22
  1
  +2" Running (base running 8")
  4
  UV Vision
  5
  Lightsleep
  3
  Disadvantages
  Package Bonus
  0
  Decreased CHAR maxima:
  STR 16
  -2
  BODY 16
  -4
  PD 6
  -1
  ED 6
  -1
  STUN 45
  -3
  Distinctive Features (Elf)
  -5
  Package cost
  5
  
  HERO System Rulesbook
  130
  The following sample characters have been provided as
  examples on how to build characters.  Individual campaign
  books provide more character examples, specific to the type
  of campaign being run.
  SAMPLE CHARACTERS
  CHIRON
  Chiron is a thief in a fantasy campaign.  Chiron is hard-
  bitten and cynical, but would be willing to help a stranger in
  need, so long as no one was looking.  After all, he wouldn’t
  want to hurt his rep.
  Chiron is designed for a heroic campaign, but one that
  includes the use of magic.  He is built on a 75 point base, and
  can have up to 75 points of Disadvantages.  Chiron spent the
  majority of his points on his Characteristics and Skills.
  CHIRON
  Val
  Char
  Cost
  15
  STR
  5
  20
  DEX
  30
  10
  CON
  0
  10
  BODY
  0
  18
  INT
  8
  13
  EGO
  6
  13
  PRE
  3
  14
  COM
  2
  4
  PD
  1
  3
  ED
  1
  4
  SPD
  7
  5
  REC
  0
  26
  END
  3
  23
  STUN
  0
  Cost
  Skills and Talents
  5
  Streetwise (PRE-based) 13-
  7
  Stealth (DEX-based) 15-
  3
  Sleight of Hand (DEX-based) 13-
  3
  Climbing (DEX-based) 13-
  3
  Breakfall (DEX-based) 13-
  3
  Lockpick (DEX-based) 13-
  3
  Gambling (GEN) 11-
  3
  Shadowing (GEN) 11-
  3
  KS: City Guard 12-
  10
  +1 Overall Level
  3
  Talent: Lightsleep
  3
  Talent: Ambidexterity
  3
  Talent: Fast Draw 13-
  Languages
  0
  Common (native)
  3
  Thieves’ Argot
  Combat
  2
  Familiarity with melee weapons
  15
  +3 w/Melee Weapons
  Perks
  3
  Contact: “Fingers” the Fence 12-
  Items*
  6
  (20 Active Points) Magic Ring: Invisibility to Normal
  Sight — Independent (-2), IIF (-1/4), 2 END/Phase
  * As this is a magic item, Chiron had to receive special
  permission from the GM before purchasing it.
  OCV: 7+; DCV: 7+; ECV: 4; Phases: 3, 6, 9, 12
  COSTS: Char.
  Powers
  Total
  Disadv.
  Base
  103
  +
  47
  =
  150
  =
  75
  +
  75
  75+
  Disadvantages
  15
  Psychological Limitation:
  Code Against Killing
  (Common, Strong)
  10
  Psychological Limitation:
  Greedy (Common, Moderate)
  15
  Reputation (Thief) 14-
  10
  Distinctive Features Long Scar
  (Con, noticeable)
  25
  Hunted by City Guard
  (more powerful, NCI, limited
  geographical area) 14-
  
  HERO System Rulesbook
   131
  ANDARRA
  Andarra is a secret agent of the Alliance, an organization
  of planets in a science-fiction campaign.  Andarra was once
  a pilot in the military, but was recruited to perform espionage.
  She circulates among the rich and famous of alien worlds,
  using her skills to gain information.  She is a dangerous foe
  and quick with a gun, but prefers to use her wits and avoid
  combat.
  Andarra was created for play in a heroic campaign where
  the GM said all the characters should be Competent Nor-
  mals.  Andarra has a 50 point base and a maximum of 50
  points of Disadvantages.  Because it is a heroic campaign,
  she has no Powers or Talents — only Skills.
  50+
  Disadvantages
  15
  Psychological Limitation:
  Curious; will investigate any lead
  (common, strong)
  10
  DNPC: sister (normal, 11-,
  useful skills)
  5
  Age 40+
  13
  Monitored by Phychi Secret
  Service (more powerful, 14-)
  ANDARRA
  Val
  Char
  Cost
  15
  STR
  5
  15
  DEX
  15
  13
  CON
  6
  9
  BODY
  -2
  13
  INT
  3
  10
  EGO
  0
  23
  PRE
  13*
  12
  COM
  1
  4
  PD
  1
  3
  ED
  0
  3
  SPD
  5
  7
  REC
  2
  26
  END
  0
  24
  STUN
  0
  Cost
  Skill
  3
  Concealment (INT-based) 12-
  3
  Security Systems (INT-based) 12-
  3
  High Society (PRE-based) 14-
  3
  Conversation (PRE-based) 14-
  3
  Bribery (PRE- based) 14-
  3
  Disguise (GEN) 11-
  3
  Computer Programing (INT-based) 12-
  1
  FAM w/Persuasion (Familiarity) 8-
  4
  KS: Phychi Military 13-
  2
  KS: Espionage Techniques   11-
  6
  +2 w/ High Society, Disguise, or Conversation
  Languages
  0
  Phychi (native)
  2
  Tradespeak
  Combat
  2
  Familiarity with all small arms
  1
  Familiarity with Ship to ship weapons
  3
  +1 with blasters
  Perks
  1
  Starship Pilot License
  1
  Favor: Head of Phychi Secret Service
  OCV: 5+; DCV: 5+; ECV: 3; Phases: 4, 8 ,12
  COSTS: 
  Char.
  Powers
  Total
  Disadv.
  Base
  49
  +
  44
  =
  93
  =
  43
  +
  50
  *Note that Andarra has the Age Disadvantage, and thus has
  different Characteristic Maxima
  
  HERO System Rulesbook
  132
  HOWLER
  Howler is a supervillain in a Champions campaign.  She is
  built using the rules for a superheroic campaign, and thus
  must pay points for all her Powers and equipment,
  Howler was once a young archaelogist who had been
  working on a dig in Israel, when she stumbled across the
  wreckage of an alien spaceship.  Going inside she found a
  strange creature dying within the craft.  Some odd compul-
  sion made her take the creature’s necklace and put it around
  her neck.  She immediately realized the power within the
  necklace, and flew out of the spaceship.  Since then, she has
  used the Powers to create a name for herself — the name of
  Howler.
  Unfortunately, the power within the necklace has effected
  Howler adversely, making her physically dependent upon
  the item for existence.  She now lives in constant fear that the
  aliens who owned the amulet will try and take it from her.
  In combat, Howler will put up her Force Field and clobber
  opponents with her Energy Blast.  She will use her Flash if
  she feels that disrupting her opponents’ communication is
  especially important.  Howler is well aware of her near-
  invulnerability to sound-based attacks, and will always chal-
  lenge opponents who use such Powers.
  100+
  Disadvantages
  20
  Psychological Limitation: Code
  Against Killing (Common, Total)
  15
  Psychological Limitation:
  Fear that the Amulet will be stolen
  (Common, Strong)
  15
  Psychological Limitation:
   Superstitious
  10
  Distinctive Features “Sultry voice”
  (Con, Noticed )
  20
  Hunted by Aliens 11-
  20
  Hunted by Israeli Super heroes
  (limited Geographical) 11-
  15
  DNPC Akeem (normal, 11-)
  15
  Reputation (supervillainess), 14-
  10
  Rivalry: Pierre Renau
  (French Archaeologist)
  10
  Depedency: on Amulet
  or 1d6/turn.
  Cost
  Powers
  END
  17
  Elemental Control: Sonic Powers
  (All OIF Necklace)
  a-17
  10d6 Energy Blast (Sonic Scream)
  5
  b-17
  20 PD/20 ED Force Field,
  Hardened (Sonic Wall)
  5
  c-22
  3d6 Flash vs.  Hearing Sense Group,
  Cone Area Effect, No Range, 2x Endurance
  (Deafening Scream)
  12
  d-17
  25" Flight (50" noncombat)
  5
  e-10
  4d6 Absorption, to all EC Powers (+2),
  max absorb 24 pts.,
  can only absorb Sound Attacks (-2)
  0
  f-10
  75% Damage Reduction, resistant,
  Only vs.  sound attacks (-2)
  3
  Ultrasonic Hearing
  6
  +3 Hearing
  Skills
  3
  KS: Archaeology 12-
  2
  AK: Middle East
  2
  +2 OCV w/EB
  OCV: 9+; DCV: 9; ECV: 4; Phases: 3, 5, 8, 10, 12
  COSTS: 
  Char.
  Powers
  Total
  Disadv.
  Base
  127
  +
  123
  =
  250
  =
  100
  +
  150
  HOWLER
  Val
  Char
  Cost
  13
  STR
  3
  26
  DEX
  48
  23
  CON
  26
  10
  BODY
  0
  13
  INT
  3
  13
  EGO
  6
  18
  PRE
  8
  18
  COM
  4
  7
  PD
  4
  7
  ED
  2
  5
  SPD
  14
  10
  REC
  4
  46
  END
  0
  29
  STUN
  0
  
  HERO System Rulesbook
   133
  -25
  Disadvantages
  5
  1 Age 40+.
  0+
  Disadvantages
  5
  1 Disadvantage such as Age,
  Physical or Psychological
  Limitation.
  AVERAGE INDIVIDUALS
  The following characters are average people, not heroic
  PC types.  They start with a different number of character
  points.  The GM may use these for typical individuals the PCs
  will meet on the street.
  INCOMPETENT
  Val
  Char
  Cost
  8
  STR
  -2
  8
  DEX
  -6
  8
  CON
  -4
  8
  BODY
  -4
  8
  INT
  -2
  8
  EGO
  -4
  8
  PRE
  -2
  10
  COM
  0
  2
  PD
  0
  2
  ED
  0
  2
  SPD
  2
  4
  REC
  0
  16
  END
  0
  16
  STUN
  0
  Cost
  Skill
  2
  KS: own profession 11-
  2
  KS: hobby 11-
  -2
  -1" Running
  OCV: 3; DCV: 3; ECV: 3; Phases: 6, 12
  COSTS: 
  Char.
  Powers
  Total
  Disadv.
  Base
  -22
  +
  2
  =
  -20
  =
  0
  + (-20)
  SMALL CHILDREN
  Val
  Char
  Cost
  0
  STR
  -10
  8
  DEX
  -6
  5
  CON
  -10
  5
  BODY
  -10
  7
  INT
  -3
  5
  EGO
  -10
  5
  PRE
  -5
  10
  COM
  0
  1
  PD
  1
  1
  ED
  0
  1
  SPD
  -8
  2
  REC
  2
  10
  END
  0
  8
  STUN
  0
  Cost
  Skill
  13
  1 level Shrinking (always on)
  -4
  -2" Running.
  OCV: 3; DCV: 3; ECV: 2; Phases: 7
  COSTS: 
  Char.
  Powers
  Total
  Disadv.
  Base
  -59
  +
  9
  =
  -50
  =
  0
  + (-50)
  SENIOR CITIZENS
  Val
  Char
  Cost
  5
  STR
  -5
  8
  DEX
  -6
  5
  CON
  -10
  8
  BODY
  -4
  13
  INT
  3
  13
  EGO
  6
  10
  PRE
  0
  10
  COM
  0
  1
  PD
  0
  1
  ED
  0
  1
  SPD
  -8
  2
  REC
  0
  10
  END
  0
  14
  STUN
  0
  Cost
  Skill
  2
  PS: own profession 11-
  1
  KS: hobby 8-
  -4
  -2" Running
  OCV: 3; DCV: 3; ECV: 4; Phases: 7
  COSTS:
   Char.
  Powers
  Total
  Disadv.
  Base
  -24
  +
  -1
  =
  -20
  =
  5
  + (-25)
  NORMAL
  Val
  Char
  Cost
  10
  STR
  0
  10
  DEX
  0
  10
  CON
  0
  10
  BODY
  0
  10
  INT
  0
  10
  EGO
  0
  10
  PRE
  0
  10
  COM
  0
  2
  PD
  0
  2
  ED
  0
  2
  SPD
  0
  4
  REC
  0
  20
  END
  0
  20
  STUN
  0
  Cost
  Skilll
  2
  PS: own profession 11
  2
  KS: hobby 11-
  1
  Familiarity with 1 skill
  OCV: 3; DCV: 3; ECV: 3; Phases: 6, 12
  COSTS: 
  Char.
  Powers
  Total
  Disadv.
  Base
  0
  +
  5
  =
  5
  =
  5
  +
  0
  
  HERO System Rulesbook
  134
  25+
  Disadvantages
  5
  1 Disadvantage such as Age,
  Physical or Psychological
  Limitation
  5
  1 Psychological Limitation,
  Physical Limitation, Depend-
  ence, Reputation, or Hunted
  50+
  Disadvantages
  10
  1 Disadvantage such as
  Age, Physical Limitation or
  Psychological Limitation
  15
  1 Psychological Limitation,
  Physical Limitation, Depend-
  ence, Reputations,  or
  Hunteds or any combination
  COMPETENT NORMAL
  Val
  Char
  Cost
  13
  STR
  3
  14
  DEX
  12
  13
  CON
  6
  10
  BODY
  0
  13
  INT
  3
  11
  EGO
  2
  13
  PRE
  3
  10
  COM
  0
  5
  PD
  2
  4
  ED
  1
  3
  SPD
  6
  6
  REC
  0
  26
  END
  0
  25
  STUN
  1
  Cost
  Skill
  3
  PS: own profession 12-
  2
  KS: hobby 11-
  2
  Familiarity with 2 skills  8-
  9
  Three Skills or talents variable
  10
  Two Skills at +1
  5
  5 point Skill Levels
  2
  +1" Running
  3
  Fam.  with one weapon group
  OCV: 5; DCV: 5; ECV: 4; Phases: 4, 8, 12
  COSTS: 
  Char.
  Powers
  Total
  Disadv.
  Base
  39
  +
  36
  =
  75
  =
  25
  +
  50
  SKILLED NORMAL
  Val
  Char
  Cost
  13
  STR
  3
  11
  DEX
  3
  13
  CON
  6
  10
  BODY
  0
  10
  INT
  0
  10
  EGO
  0
  10
  PRE
  0
  10
  COM
  0
  4
  PD
  1
  3
  ED
  1
  3
  SPD
  9
  5
  REC
  0
  26
  END
  0
  24
  STUN
  0
  Cost
  Skill
  2
  PS: own profession 11-
  2
  KS: hobby 11-
  2
  Familiarity with 2 skills
  6
  Pick two: Skills, Weapon Fam, Skill Levels.
  OCV: 4; DCV: 4; ECV: 3; Phases: 4, 8, 12
  COSTS: 
  Char.
  Powers
  Total
  Disadv.
  Base
  23
  +
  12
  =
  35
  =
  10
  +
  25
  
  HERO System Rulesbook
   135
  Combat can be anything from throwing a punch to drawing
  a pistol to firing a lightning bolt.  Adventuring involves all the
  other sorts of slam-bang action that heroes could ever want
  to engage in.  The HERO System allows for all types of
  combat with a set of simple rules.  As you gain experience
  with these rules, there are optional rules you can add to give
  greater realism to combat.
  This section details the rules that govern combat and
  adventuring.  Combat has been broken down into several
  steps.  Each step is explained thoroughly, and usually some
  examples are included.  Many optional rules are included
  here as well.  For the most part, the optional rules are better
  used in heroic games rather than superheroic games.  If
  you’re just beginning to play the HERO System, it’s better to
  leave out the optional rules.  Add in optional rules when you
  feel more comfortable with the game and can deal with the
  added complexity.
  THE CHAPTER IS ARRANGED AS
  FOLLOWS:
  1. Before Combat........................................ xx
  2. Entering Combat..................................... xx
  3. Fighting ................................................... xx
  4. Determining Damage.............................. xx
  5. Optional Damage Rules ......................... xx
  6. Recovery ................................................. xx
  7. Endurance............................................... xx
  8. Presence Attacks.................................... xx
  9. Characteristic Rolls................................ xx
  10. The Environment .................................. xx
  11. Concealment ......................................... xx
  12. Automaton............................................. xx
  13. Computers............................................. xx
  14. Vehicles and Bases .............................. xx
  15. Vehicle Combat..................................... xx
  16. Animals ................................................. xx
  17. Weapons................................................ xx
  18. Experience ............................................ xx
  19. Designers’ Notes .................................. xx
  20. Combat Example .................................. xx
  21. Glossary ................................................ xx
  
  HERO System Rulesbook
  136
  NONCOMBAT TIME
  In any roleplaying game, there are two types of time:
  combat and noncombat.  Combat time is usually very pre-
  cise, measured second by second, with exact actions and
  results.  Because so much can happen in only a few seconds
  of combat time, there are extensive rules for playing it out.  It
  often takes a couple of hours (real time) to play out a couple
  of minutes (game time).
  Noncombat time, on the other hand, isn’t as exact.  This is
  when the GM sets the scene for the players, tells them what’s
  happening to their characters, and begins the plot of the
  evening’s adventure.  Hours, days, or weeks of game time
  can pass in a few minutes of real time as the GM describes
  what’s happening.  This tremendous variation in time is
  similar to what happens in movies and novels.  Within a
  novel, weeks may pass in one paragraph or sentence, or a
  whole chapter may describe a fight that lasts for a minute.
  The GM should think of the play session as the telling of a
  story with the help of the players.  First, the GM describes
  where the characters are, perhaps dealing with each one
  individually, or starting with a group.  As the setting is
  described, the characters will probably want to do things.  For
  example, the GM says, “Reynolds, you hear the high-pitched
  whine of a laser-pistol shot.  It sounds like it’s right around the
  corner.” The player responds (as Reynolds) “I’ll run around
  the corner to see what’s happening.” The GM shouldn’t
  worry about exactly how far it is to the corner, or how long it
  takes Reynolds to get there, because this is still noncombat
  time.  What’s important to the adventure is that Reynolds
  gets to the corner, looks around, and sees an assassin
  shooting an ambassador.
  Thus, unless it looks like there’s going to be a fight (or
  detailed chase sequence), there’s no need to be exact about
  things like time or distance.  It is not really important exactly
  how long it takes Reynolds to eat his breakfast, drive to work,
  or talk to his boss.  The GM starts the adventure by telling the
  characters’ current locations and activities.  Then there may
  be some investigation, conversation between the players
  and NPCs, perhaps some mood-setting emotional scenes.
  All this happens in noncombat time.
  Usually, the event that marks the change from noncombat
  to combat time is Perception, when the player characters
  spot their enemies (or vice-versa).
  BEFORE COMBAT
  PERCEPTION
  Characters may not always be aware of everything that’s
  going on around them, especially during combat.  Whenever
  something is obvious, the GM will tell the player about it
  (“You see the ’67 Chevy in front of you”).  The character may
  be required to make a Perception Roll to notice something
  inobvious, or to notice something while in a combat situation.
  Every character’s base Perception Roll is equal to 9 plus the
  character’s Intelligence divided by 5.
  Perception Roll = 9 + (INT/5)
  To make a Perception Roll, the character should roll this
  number or less on 3d6.  The GM should apply modifiers to
  this roll depending on the circumstances.
  Since it is harder to notice something at a distance than
  close-up, PER Rolls will take penalties for range.  Range
  penalties will affect a Perception Roll according to the
  following table (see Range for more details).
  Range
  Modifier to PER Roll
  Adjacent
  0
  2-4"
  -0
  5-8"
  -2
  9-16"
  -4
  17-32"
  -6
  each additional
  additional -2
  doubling of range
  TARGETING VS. NONTARGETING SENSES
  Of course, not all senses are equal — a normal human can
  learn a lot more about someone by looking at him than by
  smelling him.  To reflect this difference, all senses are
  divided into two categories: Targeting and Nontargeting.  A
  Targeting sense is a sense that a character can use to
  determine the exact location of a target.  For normal humans,
  Sight is the only sense that is Targeting.  A Nontargeting
  Sense is one that the character can use to sense the general
  location of a target.  For normal humans, hearing and smell
  are Nontargeting Senses.  Taste and Touch both have no
  range, and therefore cannot be used to locate a target at all
  (to use these senses, the character would already have to
  have found his opponent.)
  
  HERO System Rulesbook
   137
  OPTIONAL PERCEPTION MODIFIERS
  If the GM wants to be more exact about perception in his
  campaign, this optional set of modifiers is presented.
  The specific Sight and Hearing Perception Modifier tables
  show modifiers for specific objects or conditions.  The GM
  should add up all of the modifiers; if the total is positive, then
  the character will notice the noise or object without making
  a PER Roll.  If the total is zero or negative, the character will
  have to make a Perception Roll with those modifiers to notice
  the object.
  As a general rule of thumb, use the modifiers for Attack
  Rolls on the Perception Rolls.  For example, a character
  looking at an object for two full Phases might get the “Set”
  modifier which would add +2 to the Perception Roll.  A
  character trying to sight something very small would use
  modifiers for target size.
  If the character is trying to spot someone who is using
  Stealth, use the system described in Skill versus Skill.  The
  amount the character makes a Stealth Roll by is subtracted
  from the other character’s PER Roll.
  SIGHT PERCEPTION MODIFIERS
  Situation
  Modifier
  Extremely high contrast
  (A lighted object in darkness)
  +5
  Telescope
  +3
  Binoculars
  +2
  Long look (full Phase, 1/2DCV)
  +2
  Looking (half Phase)
  +1
  High contrast object (black on white)
  +1
  Moving object
  +1
  Object fills entire hex
  +2
  2 hex object
  +4
  4 hex object
  +6
  8 hex object
  +8
  16 hex object
  +10
  32 hex object
  +12
  etc.
  Low contrast
  -1
  Night
  -2
  Dark night
  -4
  1/4 hex object
  -2
  1/8 hex object
  -4
  1/16 hex object
  -6
  1/32 hex object
  -8
  etc.
  In combat, a character must normally use a targeting
  sense to detect his target.  If this is the case, then there is no
  change in OCV or DCV, and combat proceeds normally.
  However, if a character cannot sense his opponent, then he
  is 1/2 DCV, 1/2 OCV in hand-to-hand, and 0 OCV at range,
  against that opponent only.  This could result from a charac-
  ter being attacked by surprise, being blinded by a flash, or
  being in impenetrable darkness.  It’s important to note that
  this value is taken on a case by case basis; a character could
  conceivably sense some opponents while being unable to
  sense others.
  If the character can make a PER Roll with a Nontargeting
  sense, then he is only -1 DCV, 1/2 OCV in hand-to-hand, and
  1/2 OCV at range.
  Example: Obsidian, who is being attacked by the super-
  villain team Eurostar, has been Flashed, and therefore
  can’t see.  Obsidian  would  normally  be  1/2 DCV, 1/2 OCV
  in hand-to-hand and 0 OCV at range — a sitting duck
  However, Obsidian makes his hearing PER Roll against
  Durak.  He is now only -1 DCV, 1/2 OCV in hand-to-hand,
  and 1/2 OCV at range, against Durak only.  He has the old
  modifiers against any opponent that he didn’t hear.
  
  HERO System Rulesbook
  138
  HEARING PERCEPTION MODIFIERS
  Situation
  Modifier
  Grenade
  +6
  Rifle
  +5
  Submachine gun
  +4
  Pistol
  +3
  Parabolic microphone
  +4
  Truck
  +3
  Hovercar
  +1
  Spaceship taking off
  +5
  Whistle
  +3
  Shout
  +2
  Loud conversation
  +1
  Breaking glass
  +1
  Sneeze
  +1
  Punch
  +0
  Body hitting ground
  +0
  Run (6"+)
  +1
  Fast walk (3")
  +0
  Normal walk (2")
  -1
  Careful walk (1")
  -2
  Whisper
  -3
  Open a door
  +0
  Slowly open a door (1 Phase)
  -2
  High contrast sound
  +1
  Foggy weather
  -1
  Listen (half Phase)
  +1
  Listen close (1 Phase, 1/2DCV)
  +2
  Echoes
  +3
  Locating source of echoes
  -3
  Downwind
  +1
  Upwind
  -1
  Quiet area
  +3
  Noisy area
  -3
  SMELL PERCEPTION MODIFIERS
  Although the sense of smell is technically ranged (a
  character can smell something across the room), it is not as
  precise as either sight or hearing.  Moreover, as the distance
  to the object increases, the chance to smell it decreases
  dramatically.
  Characters can use their sense of smell in combat, but
  only with great difficulty.  Smelling an opponent is automati-
  cally a -5 to the PER Roll, along with normal penalties for
  range.  The following list can provide additional modifiers:
  Situation
  Modifier
  Person
  0
  Smelly person (unbathed or perfumed)
  +2
  Extremely smelly person
  +4
  Upwind, light breeze
  -2
  Upwind, strong breeze
  -4
  Downwind, light breeze
  +1
  Downwind, strong breeze
  -1
  Dung
  +3
  Gasoline
  +3
  Skunk
  +5
  
  HERO System Rulesbook
   139
  ENTERING COMBAT
  Once the GM decides to begin combat, time becomes very
  important.  Exact combat time is used to make play easier.
  This section explains how combat time works in the HERO
  System.  But first, it’s necessary to explain how characters
  are positioned.
  GAME SCALE
  It is possible run combat without using a map or a board.
  This is easy for short combats, or when several characters
  are fighting a single opponents.  For larger or more intricate
  combat situations, the GM should probably use a floor or
  tabletop and some miniatures or other markers for the
  characters.  The GM can then lay out exactly where each
  character is in relation to the surroundings and the other
  characters.
  Whenever an “inch” is referred to in the game, it’s equal to
  an inch on a playing surface.  Each inch represents 2 meters
  (approximately 6 1/2 feet) in real life.  This scale allows the GM
  and player to use 25 mm (1/72 scale) miniatures to represent
  characters.
  One map inch = 2 meters = 6 1/2 feet
  COMBAT SEQUENCE
  A fire fight can be over very quickly if the opponents are
  unequal, but a fair fight can last much longer.  Because of it’s
  importance, combat is divided into very small fragments of
  time.  There are three separate time increments: Turn,
  Segment, and Phase.
  TURN
  The basic time frame of combat is called a Turn.  Each
  Turn is equal to 12 seconds of real time.  Each Turn a
  character gets to perform a number of actions equal to his
  Speed.  A Turn is divided into 12 Segments.
  SEGMENT
  Each Turn consists of 12 Segments that are 1 second
  long.  Any characters who can perform an action in a given
  Segment do so in order of their DEX values.  The character
  with the highest DEX score goes first, the second highest
  goes next, and so on.  Two or more characters with the same
  DEX that act in the same Segment should each roll 1d6.  The
  characters then act in order of their roll on the 1d6, from high
  to low.  Ties should roll again.
  PHASE
  Each character can perform a certain number of Action
  Phases in one Turn, equal to the character’s SPD.  For
  instance, a Speed 5 character has five Action Phases; each
  Phase the character gets to perform an action.  Each Phase
  begins on a Segment; the Speed Chart determines the
  Segment a character’s Phase begins.
  Each time a character’s Segment comes up, he may
  execute a Phase (perform an action).  Find the character’s
  Speed on the top line of the table, and look at the column
  below it.  Every Segment marked with an “X” in that column
  is a Segment where the character may begin a Phase.  For
  instance, a character with a SPD of 4 has Phases that begin
  on Segments 3, 6, 9, and 12.
  SPEED CHART
  Char-
  acter’s
  Segment
  Speed
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10 11 12
  1
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  X
  2
  —
  —
  —
  —
  —
  X
  X
  X
  X
  X
  X
  X
  3
  —
  —
  —
  X
  X
  —
  —
  X
  X
  X
  X
  X
  4
  —
  —
  X
  —
  —
  X
  X
  —
  X
  X
  X
  X
  5
  —
  —
  —
  —
  X
  —
  —
  X
  —
  X
  X
  X
  6
  —
  X
  —
  X
  —
  X
  X
  X
  X
  X
  X
  X
  7
  X
  —
  —
  —
  —
  —
  X
  —
  X
  —
  X
  X
  8
  —
  —
  X
  —
  X
  X
  —
  X
  X
  X
  X
  X
  9
  —
  —
  —
  X
  —
  —
  X
  X
  —
  X
  X
  X
  10
  —
  —
  —
  —
  X
  X
  —
  —
  X
  X
  X
  X
  11
  —
  —
  —
  —
  —
  —
  X
  X
  X
  X
  X
  X
  12
  —
  X
  X
  X
  X
  X
  X
  X
  X
  X
  X
  X
  CHANGING SPEED
  A character cannot ever have a SPD higher than his
  maximum SPD.  A character who wants to use a lower SPD
  can decide to lower his SPD post-Segment 12.  A character
  cannot normally change his SPD except post-Segment 12.
  Example: Seeker is thrown into a river on Phase 8, and
  starts to drown.  In order to survive long enough for help
  to arrive, he decides to reduce his SPD to 2.  To do this,
  he must wait until the end of the turn (post-Segment 12).
  He will now be SPD 2 until he decided to return to his
  normal SPD (this must also happen on a post-Segment
  12 also).
  
  HERO System Rulesbook
  140
  OPTIONAL SPEED CHANGE
  If the GM wants to allow a character to change his SPD
  within a turn, the following optional system should be used.
  It is much more complex, but lets characters with Special
  Powers (like Multiform and Duplication) use their abilities to
  the fullest.
  Under this system, a character can change his SPD on any
  Phase he has an action.  Changing SPD is a 0 Phase action.
  After he has changed his SPD, the character cannot act until
  he has had a Phase for both of the SPDs.  Once he has taken
  an action at the new SPD, he can be considered that SPD for
  the rest of the Turn.
  Example: Shadow Wolf is in his human form, which has
  a SPD 3.  On Segment 4, he has a Phase, and decides
  to change into his Shadow Wolf form, which has a SPD
  5.  He can now only act when he has had a Phase for both
  of his SPDs.  The SPD 5 gives Shadow Wolf a Phase on
  Segment 5, but because he has not had a Phase for SPD
  3, he cannot take an action until Segment 8 (when his
  SPD 3 would get an action).
  TIME CHART
  The Time Chart indicates the different time increments
  used both in and out of combat.  It is used for Powers, Power
  Modifiers, and Skills.
  TIME CHART
  1 Segment
  1 Phase
  1 Turn (Post-Segment 12)
  1 minute
  5 minutes
  1 hour
  5 hours
  1 day
  1 week
  1 month
  1 season (3 months)
  1 year
  5 years
  1 decade
  5 decades (50 years)
  1 Century
  OPTIONAL TIME INTERVALS
  The intervals on the standard Time Chart were chosen for
  ease of memorization.  Each increment is between 3x and 7x
  the length of the preceding increment, and is represented by
  either 1 or 5 time periods.
  If the GM wishes to use a more mathematically regular (but
  harder to remember) series, each increment can be 5x the
  length of the preceding increment.  This 5x multiple leads to
  the following time increments: 1 Segment, 1 Phase, 1 Turn,
  5 minutes, 25 minutes, 2 hours, 10 hours, 2 days, 10 days,
  etc.  The GM can use these optional time increments with
  Powers, Power Modifiers, and Skills.
  BEGINNING COMBAT
  Combat always begins on Segment 12.  This gives every-
  one a chance to act and then take their post-Segment 12
  Recovery (see Recovery).  If combat begins with a surprise
  attack, then the targets don’t get to act on that Segment 12
  — the attackers get a free action.
  The character with the highest DEX of those acting in that
  Segment goes first; the GM should then count down the
  DEXes until there’s no one left to act on that Segment For
  example, if Andarra had a DEX of 15, he GM would say “DEX
  19, 18, 17, 16, 15...  okay, Andarra, your action”).
  ACTION PHASES
  The actions a character can perform in an Action Phase
  are listed on the Action Phase table.  Any actions not listed
  must be judged by the GM as to how much time they take.
  The GM should compare unusual actions to the ones listed.
  Example: Paul wants his character to run to a pedestal
  and grab a mind-control helmet.  The GM might call that
  a half move and a Grab maneuver.
  Any attack action such as Mind Control, Energy Blast, or
  Punch takes a half Phase, but must be the last action
  performed in the action Phase.  A character can half move
  and then attack, but can’t attack and then half move.  A
  Power can be turned on or off at the beginning of the Phase
  or after a character have performed his first half-Phase, but
  not at any other time.
  If there’s some question as to the exact timing (like, a
  character is trying to desolidify when someone’s trying to hit
  him), the GM should resolve it with DEX Rolls (see below).
  The zero (0) Phase actions can be done at the beginning or
  the middle of a Phase, as many different ones as wished, but
  not after an attack action.  Similarly, Skill Levels are shifted
  only at the beginning of a Phase; the setting lasts until the
  character’s next Phase.
  HOLDING AN ACTION
  This is also called Delaying a Phase.  Characters may
  choose not to act when their DEX value indicates that it’s
  their Phase.  They may hold until a lower DEX value or until
  some action occurs (“I wait until he strikes”; “I wait until he
  comes around the corner”).  A character may even hold his
  Phase until another Segment, but he can never take two
  actions in one Segment.  A character loses any Phases
  saved when his next Phase occurs because he can only
  have one saved Phase at a time.  Even a character who waits
  a whole Turn without acting still has only one Phase saved.
  A character may perform a half-Phase action and then
  reserve the second half of the action.  The character is
  considered “ready”, and may perform the held half-Phase
  action later.
  A character can usually use a held action (or half-action)
  at any time.  If two characters want to perform an action at the
  same time, each character should make a DEX Roll; the
  character who makes his DEX Roll by more gets to act first.
  If one of the characters is using an EGO Power, he can roll
  against his EGO instead of his DEX.  If both characters make
  the roll by the same amount, then the actions go off simulta-
  neously.  Regardless of the roll, defensive actions (or any
  that the character could abort to) will go off first; the DEX Roll
  only applies to attack or movement actions.
  
  HERO System Rulesbook
   141
  Example: Defender and Ogre are fighting hand-to-hand
  outside a bank.  Both have an action on Segment 12.
  When his 23 DEX comes up, Defender wants to wait to
  see what Ogre will do next, so he Holds his action.  When
  his 18 DEX comes up, Ogre charges at Defender to
  attack him.  Defender decides to fire his Energy Blasts.
  Since both characters want to take their actions at the
  same time, each must make a DEX Roll.  Defender’s
  DEX Roll is 9 + 23/5 = 14.  He rolls a 7, making his roll by
  7.  Ogre has a DEX Roll of 9 + 18/5 = 13.  He rolls a 14,
  missing his roll by 1.  Since Defender made his roll by
  more, he will go first.  If Ogre is still standing afterwards,
  he can then take his action.  If the rolls had been made
  by equal amounts, the two characters would have taken
  their actions simultaneously.
  ABORTING AN ACTION
  This is also called Canceling a Move.  A character can
  abort his next action to perform a defensive Combat Maneu-
  ver or some other defensive action like turning on a Force
  Field.  This requires the character’s next full Phase to
  perform.  Once a character has attacked, he can’t abort to
  any action before the next Segment.
  The usable maneuvers when aborting are Block and
  Dodge.  A character can’t normally abort to a movement
  action.
  ACTION PHASE TABLE
  Time
  Move
  Action
  Required
  Required
  Move By
  1 Phase
  1"
  Move Through
  1 Phase
  1"
  Haymaker
  1/2 Phase † *
  —
  Grab
  1/2 Phase § *
  —
  Bracing
  0 Phase
  —
  To “set”
  1 Phase
  —
  Set and brace
  1 Phase
  —
  Missile Deflection
  1/2 Phase *
  —
  Find Weakness
  1/2 Phase
  —
  Other Combat Maneuvers
  (Any action which requires
       an Attack Roll)
  1/2 Phase *
  —
  Drawing a weapon
  1/2 Phase
  —
  Full move
  1 Phase
  Full Move
  Half Move
  1/2 Phase
  —
  Making a Skill Roll
  Variable
  Turning on a Power
  0 Phase
  —
  Turning off a Power
  0 Phase
  —
  Shifting a Multipower
  0 Phase
  —
  Open a door
  1/2 Phase
  —
  Preparing a grenade
  1/2 Phase
  —
  Starting a vehicle
  1/2 Phase
  —
  Change Clothes
  1 Phase
  —
  Take a Recovery
  1 Phase
  —
  Recover from being Stunned
  1 Phase
  —
  Presence Attack
  No Time
  —
  Speaking (Soliloquy)
  No Time
  —
  GM asks you to
       make a roll
  No Time
  —
  † 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
  Throw him.
  * The character may not perform another action after
  these actions, but may perform a half Phase action
  before these actions.
  Example: Starburst has just shot someone with an
  Energy Blast as his action for this Phase.  In that same
  Segment, the supervillain Oculon shoots at him.  Star-
  burst cannot abort to any defensive action yet, because
  it’s still the same Segment in which he attacked.  Fortu-
  nately, the villain misses.  Next Segment, before Star-
  burst would act again, Grond takes a punch at him.
  Starburst chooses to abort his next action to perform a
  Block maneuver.  He Blocks successfully, but loses his
  next action Phase.
  
  HERO System Rulesbook
  142
  When using his movement, a character can accelerate at
  a rate of 5" per hex, up to his normal combat Movement in
  inches per Phase.  Thus a character with 25" of Flight would
  be moving at a velocity of 5" after traveling one hex, 10" after
  traveling two hexes, 15" after traveling three hexes, and so
  on, up to his combat velocity.
  A character can decelerate at the same rate, up to his
  normal combat velocity.  Since the total acceleration or
  deceleration in a phase is limited to the character’s combat
  velocity, a character with a high noncombat movement can
  thus take several Phases to reach maximum velocity, and
  several Phases to slow down at the end of his journey.
  All movement costs END at the rate of 1 END per 5 inches
  of combat movement.  If a character is moving noncombat,
  the END cost is equal to the END he would be using without
  the Noncombat multiple.
  As an optional rule, the GM can allow characters to use
  their movement to enhance their ability to lift or push.  In this
  case the character should use 2" of combat movement for 1
  point of STR.  This should only be used for Flight and
  Superleap; it will allow the character to “blast out” with his
  movement.  Any Movement “velocity” used in this way
  cannot be used for movement.
  Example: Defender sees a building about to fall on a
  crowd of innocent civilians.  He flies under the building,
  but his 55 STR is not enough to hold it up.  Thinking
  quickly, he points his bootjets straight down.  He can now
  add half of his 10" of Flight to his STR; his STR (for
  holding the building up only) is now 55 + 10/2 = 60.
  For characters interested in how fast they are actually
  moving, the following table is provided for easy reference.
  To use this table, the character should determine the total
  number of inches the character would travel in an entire turn.
  The simple formula for this is:
  Velocity per Phase x SPD = Inches per Turn
  VELOCITY CONVERSIONS TABLE
  Total
  Inches/
  Inches/Turn
  KPH
  MPH
  Segment
  24
  14
  9
  2
  60
  36
  22
  5
  120
  72
  45
  10
  180
  108
  67
  15
  240
  144
  89
  20
  300
  180
  112
  25
  360
  216
  134
  30
  420
  252
  157
  35
  480
  288
  179
  40
  540
  324
  201
  45
  600
  360
  224
  50
  900
  540
  336
  75
  1200
  720
  447
  100
  1800
  1080
  671
  150
  2400
  1440
  895
  200
  3000
  1800
  1118
  250
  3600
  2160
  1342
  300
  6000
  3600
  2237
  500
  MOVEMENT
  All characters have some sort of movement ability, be it
  flight, walking, or teleportation.  Each Phase, a character
  may move any portion of his movement per Phase.  A full
  move is defined as moving greater than half of a character’s
  movement distance.  A character who has made a full move
  can’t perform any other action.
  All movement is divided into two categories: combat
  movement and noncombat movement.  A character using
  his combat movement is moving as quickly as possible while
  still looking out for incoming attacks.  A character using
  combat movement has his full DCV, and can move up to his
  full movement rate.
  A character who uses noncombat movement is moving as
  quickly as he can — he isn’t looking out for incoming attacks.
  A character can usually move noncombat 2x as fast as his
  combat movement rate: This noncombat rate can be in-
  creased without increasing the character’s combat move-
  ment (see Powers).  A character’s base OCV and DCV while
  moving noncombat is 1/2 normal DCV.  GMs who want
  additional realism can use the Optional Velocity DCV Table
  to determine the character’s DCV.  The OCV will always be
  1/2.  A character using Noncombat movement can still fight,
  but at the lowered values.
  OPTIONAL VELOCITY DCV TABLE
  To use this table, the character should determine the
  total number of inches the character would travel in an
  entire turn.  (This keeps high SPD characters from being
  penalized when traveling noncombat).  The simple for-
  mula for this is:
  Velocity per Phase x SPD = Inches per Turn
  Velocity in
  Inches per Turn
  Base DCV
  1-32
  1
  33-64
  3
  65-125
  5
  128-250
  7
  251-500
  9
  501-1,000
  11
  1,001-2,000
  13
  2,001-4,000
  15
  4,001-8,000
  17
  8,000-16,000
  19
  etc.
  etc.
  
  HERO System Rulesbook
   143
  NORMAL MOVEMENT
  RUNNING
  Running is the standard form of movement that characters
  normally possess.  All characters start with 6" of movement;
  this can be increased by +1" for 2 Character Points.  For
  heroic campaigns, the the maximum for Running is 10" per
  Phase.  After this maximum, the cost is doubled (just like
  Characteristics).  There is no maximum for superheroic
  campaigns.  Running has no turn mode; a character can turn
  as often as he wants over the course of a move.  The GM may
  require characters to use a turn mode if the footing is
  especially treacherous.  (For more information on turn rates,
  see Flight, below).
  SWIMMING
  Most characters can swim a base distance of 2" per
  Phase.  The Swimming rate can be increased by +1" for 2
  Character Points.  The maximum Swimming rate in heroic
  campaigns is 4"; after this maximum the cost is doubled (just
  like Characteristics).  There is no maximum for superheroic
  campaigns.  Swimming has no Turn Mode; a character can
  make as many turns as he wants.
  According to their conceptions, some Characters do not
  naturally swim, although this doesn’t mean that they cannot
  learn.  For example, Dwajmi the desert nomad has never
  seen water except in a well.  He cannot swim at all until he
  actually buys 1" of Swimming.  Until he has bought at least
  1" of swimming, he cannot even stay afloat.  Once he has
  bought 1" swimming, then he may buy extra inches of
  swimming.  The GM may rule that some aliens (like Heav-
  yworlders) can’t swim at all.
  POWERED MOVEMENT
  FLIGHT
  A character with Flight has a base Flight speed based on
  how many points have been spent on Flight.  A character
  who is flying is not as maneuverable as someone on the
  ground.  Characters who are flying have a “Turn Mode” which
  defines how often the character may make a 60˚ turn (or a
  one hex shift on a hex grid).  The character’s Turn Mode is
  defined by the formula:
  Current Turn Mode = Total Flight Distance/5
  The character can make his first 60˚ turn any time after the
  start of his move.  Once the character has turned, he
  shouldn’t turn again until he’s moved his Turn Mode in inches
  forward.  As a simple rule, a character making a combat
  move should make a maximum of 5 evenly spaced turns
  during a movement.  If the character is moving noncombat,
  he can make 2 evenly spaced turns.  If the character has any
  Skill Levels that apply to Flight, he may use his Levels to
  lower his Turn Mode by one for each Skill Level applied.
  OBSTACLES
  If a character is moving and comes to an obstacle, he has
  several options.  He can stop his movement, assuming he
  has sufficient room to slow down.  He can do a Move Through
  on the object, thereby moving through it.  Or he can try to
  shrug it aside by using his Casual Strength.
  A character’s Casual STR is equal to 1/2 his STR.  A
  character can use his Casual STR to push aside obstacles
  as a 0 Phase action.  Casual STR can also be used to shrug
  off Entangles and Grabs (see the STR table later in Charac-
  teristic Rolls).  Using Casual STR costs normal END to use,
  although a character only has to pay END costs once per
  Phase.
  Example: Baran the warrior (STR 25) is running away
  from a fire demon when he comes to a thin wooden door.
  Not wanting to slow down, Baran uses his casual STR —
  13 STR — to try to push the door open.  The GM looks
  at the Strength Table to find that 13 STR would lift 150 kg,
  so he rules that is more than enough to push aside the
  door.The door creaks wide and Baran continues his flight
  without wasting a step.
  SEGMENTED MOVEMENT
  Some types of movement don’t work realistically by un-
  even Phases.  The movement can be split into Segment by
  Segment movement.  This can be used to show the way that
  people fall and similar situations where the character’s SPD
  doesn’t directly affect his velocity.  If a character is using
  Segmented Movement, he should be moved on every Seg-
  ment, instead of every Phase.  The GM can multiply the
  character’s velocity per Phase x SPD to determine his
  velocity per turn, and work from there.
  The Velocity Conversions table shows the relationship
  between kph, mph, inches per Segment and inches per turn.
  The numbers have been rounded off for easy calculation.
  
  HERO System Rulesbook
  144
  Example: Dragonfly is using 10" of Flight per Phase.
  Using the formula, he has a Turn Mode of 10/5 = 2".
  Dragonfly wants to turn around, so he turns 60˚, moves
  2", turns 60˚, moves 2", turns a final 60˚, and completes
  his move by flying 6" (see illustration).
  A flyer must use 2" of Flight distance to gain 1" of altitude.
  A flyer can dive 1" of altitude free for every 1" of Flight
  distance he has.  To pull out of such a dive, the character
  should dive his Turn Mode in inches.  If the character is diving
  straight down (his Flight distance in inches free, plus his
  Flight distance down) then he must dive twice his Turn Mode.
  When a character has pulled out of a dive, he’s considered
  to be flying level and can continue flying whatever direction
  he wants.
  TELEPORT
  A character can’t remove velocity by Teleporting.  For
  instance, a character falling at 30" per Segment would still
  have that velocity no matter where he teleports to.
  Teleporting Blind
  When a character cannot see his target location and
  doesn’t have it memorized, any attempt to Teleport is consid-
  ered “blind”.  The character makes an Attack Roll to hit the
  hex, with normal penalties for range.  If the roll misses, the
  character will end up in a different hex, using the standard
  rules for attacks that miss a hex.  If the hex is occupied, then
  the character will take damage.
  Teleporting Into a Solid Object
  If the character is unlucky enough to Teleport into a solid
  object (for whatever reason), the teleporter’s natural safety
  system kicks in, getting the character to the closest space
  from the target hex where he will fit.  The system shock is
  terrible, and may be fatal.  To determine damage, use the
  following table:
  DAMAGE TABLE
  2d6 Roll
  Effect
  2-7
  3d6 of d6 of STUN Only Damage
  8-11
  2d6 of d6 Normal Damage
  9-12
  1d6 of d6 Killing Damage
  If the safe hex is further than normal Teleport range, +2 to
  effect roll; if safe hex is more than double Teleport range, +4
  to effect roll.
  The Teleporting character gets no defenses of any kind
  against this damage.  The damage is applied directly against
  the character’s STUN and BODY, just like an NND attack.
  (This is one of the cases where an NND can do BODY
  damage).  It is impossible for a character to teleport another
  character into a solid object.
  Example: Cheshire Cat has a base Teleport of 30".  He
  is placed in a cell deep within the earth.  Although he can’t
  see his way out, he decides to try to escape by Tele-
  porting straight up.  Cheshire Cat declares his target hex,
  and makes a successful roll to hit (including range
  penalties).  Unfortunately for Cheshire Cat, the cell is
  buried 100" underground, so the nearest safe location is
  the cell.  Cheshire Cat’s Teleportation shifts him back to
  the cell automatically.  Cat rolls 2d6 for the effect; he rolls
  a 9, which means that he will take 2d6 of d6 of Normal
  Damage.  He rolls a 8, so he will take 8d6 of damage.
  VEHICLE MOVEMENT
  Vehicles can move just like characters: they have a SPD,
  combat velocity, and a noncombat velocity.  However, all
  vehicles must use the rules for Turn Mode.  For more details
  on Turn Mode, see Flight, above.
  GLIDING
  The GM should regulate how rapidly a gliding character
  can climb.  Climbing is relatively easy when there are
  thermals or good winds; a glider can generally gain 1d6" of
  altitude per Phase.  The turn mode and dive rate of a gliding
  character are the same as for Flight.
  LEAPING
  All characters have a base forward leap of 1" for every 5
  STR points.  Every character can leap straight up 1" for every
  10 STR points.  It is impossible to change direction once a
  leap has started — there’s no way to leap around a corner.
  A leap is considered to include a short run to get some
  velocity.  A standing leap is only half as far.  It is possible to
  perform a half-distance leap as a half Phase action.
  
  HERO System Rulesbook
   145
  FIGHTING
  This section deals with all aspects of fighting, starting with
  how to hit a target.  Different modifiers to combat are
  discussed next.  The following sections describe how to
  determine damage, how to take damage, and the effects of
  taking damage.  Finally, the Endurance cost for fighting is
  explained.
  There are many optional rules for fighting that can be used.
  Ignore these when you’re just learning the game and con-
  centrate on the basic rules.  Also, the more players you have,
  the fewer optional rules the GM should use (combat goes
  faster).  With six or more players (unless they’re very familiar
  with the rules), no optional rules should be used.
  HOW COMBAT WORKS
  Combat in the HERO System is really quite simple.  The
  player decides what action to perform on the character’s
  Phase.  To hit someone or something, the character rolls an
  Attack Roll.  If the Attack Roll is missed, the character’s
  Phase is over.  The GM goes on to the next character’s action
  Phase.  If the character makes the Attack Roll, then the
  damage to the target is determined.  Then the character’s
  Phase is over, and the GM goes on to the next character’s
  action Phase.
  Below is the checklist of events to follow for combat.  If a
  character attacks someone, these steps take place in that
  Phase.  The steps are explained in the following sections.
  COMBAT SEQUENCE CHECKLIST
  1) Determine the attacker’s Offensive Combat Value
  (OCV).
  2) Determine the defender’s Defensive Combat Value
  (DCV).
  3) Attacker makes an Attack Roll (3d6).  To hit, the
  character must roll less than or equal to 11 + at-
  tacker’s OCV - defender’s DCV.
  4) If the Attack Roll is missed, the attacker’s Action Phase
  is over.  Go to the next character’s Phase.
  5) If the attacker hits, determine the damage and any
  effects of damage.  Then go to the next character’s
  Phase.
  Optional rules add to this Combat Sequence.  The GM
  may use any or all of the Optional rules.  If the GM does use
  all of them, combat goes much slower, but is much more
  realistic.  Normally, the GM would only want to do this for very
  special battles — like a “trial by combat” or a one-on-one
  battle.
  OPTIONAL COMBAT SEQUENCE
  CHECKLIST
  1) Determine the attacker’s OCV.
  2) Determine the defender’s DCV.
  3) Attacker makes an Attack Roll (3d6).  The roll required
  is 11 + attacker’s OCV - defender’s DCV.
  4) Pay the END cost for the attack.
  5) If the Attack Roll is missed, the attacker’s action Phase
  is over.  Go to the next character’s Phase.
  6) If the attacker hits, determine the damage and any
  effects of damage.  Then go to the next character’s
  Phase.
  7) To determine the additional effects of the damage:
  a) Roll on the Hit Location table to find where the
  attack hit (this will affect the damage result).
  b) Check for Knockback: target may be knocked
  back or down.
  c) Check for a Wounded result; target makes Ego
  Roll to keep fighting next Phase.
  d) Target may be Bleeding; keep track of blood loss.
  e) Check for severity of wound; target may be
  Impaired or Disabled.
  COMBAT VALUE AND
  ATTACK ROLLS
  Whether or not an attack actually hits a target is deter-
  mined by an Attack Roll of 3d6.  If the character is attacking
  with punches, swords, or such — any attack where he is
  actually trying to hit his opponent — the Attack Roll is
  determined as follows:
  Attack Roll = 11 + Attacker’s OCV - Defender’s DCV
  Where OCV means Offensive Combat Value (Attacker’s
  DEX/3).  DCV means Defensive Combat Value (Defender’s
  DEX/3).
  The Attack Roll is determined by adding 11 plus the
  attacker’s OCV and subtracting the defender’s DCV.
  Example: If the attacker’s OCV is 8 and the defender’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 defender has a
  DCV of 10, then the Attack Roll is 11 + 7 - 10 = 8 or less.
  
  HERO System Rulesbook
  146
  Whenever a character attempts any roll of 3d6, a roll of 3
  always hits or succeeds; a roll of 18 on 3d6 always misses
  or fails.  This applies not only to Attack Rolls, but also to Skill
  Rolls, Perception Rolls, and Characteristic Rolls.  The GM
  should consider giving a character some advantage for
  rolling a 3 (perhaps some extra dice of damage), and some
  disadvantage for rolling an 18 (perhaps reducing the charac-
  ter’s DCV for a Phase).
  FIGURING OCV AND DCV
  Base OCV and DCV are figured as follows:
  Base OCV = Attacker’s DEX/3
  Base DCV = Defender’s DEX/3
  It’s called Base OCV and DCV because OCV and DCV
  can be modified by Skill Levels, Range, Combat Modifiers,
  and Combat Maneuvers.  If the result of the formula is a
  fraction, round to the nearest whole number (for a DEX of 20,
  OCV is 20/3 = 6.66, which rounds to 7).
  COMBAT VALUE (CV)
  Sometimes a general term “Combat Value” or CV, is used.
  CV reflects how good the character is at combat.  CV = DEX/
  3.  The term CV may be used to discuss modifiers to OCV
  and DCV.
  The steps in determining a character’s OCV and DCV are
  given on the following checklist.  It may look complex but
  actually figuring OCV and DCV is quite easy.  These steps
  will be explained in the following sections.
  OCV CHECKLIST
  1) Determine base OCV (character’s DEX/3).
  2) Add any applicable Skill Levels.
  3) Apply any modifiers for the particular weapon or armor
  being used.
  4) Apply any modifiers for the particular Combat
  Maneuver being used.
  5) Apply any Combat Modifiers.
  6) Apply any Range Modifiers.
  DCV CHECKLIST
  1) Determine base DCV (character’s DEX/3).
  2) Add any applicable Skill Levels.
  3) Apply any modifiers for the particular weapon being
  used.
  4) Apply any modifiers for the particular Combat
  Maneuver being used.
  5) Apply any Combat Modifiers (any halving occurs here).
  COMBAT LEVELS
  Combat Levels can modify the character’s OCV, DCV or
  both.  Combat Levels are bought with Character Points, and
  are listed and described in the Skill List.  Combat Levels may
  increase the character’s OCV, DCV, Damage, or BODY
  done in an attack.  Usually, one Combat Level adds +1 to a
  character’s OCV (and sometimes DCV).  The player must
  state how the Combat Levels are being applied before
  making the Attack Roll.  See Combat Levels.
  Combat Levels with melee weapons may also be used to
  increase damage.  Two Combat Levels can be used to
  increase the weapon’s damage one Damage Class (see
  Added Damage), up to the maximum damage of the weapon
  (see Weapons).
  As an optional rule, GMs can decide that Combat Levels
  do not apply to DCV in all cases.  Combat Levels with ranged
  attacks (like small arms) can’t be used for defense, and only
  the 8 point Combat Levels with All Combat can be used for
  DCV against ranged attacks.  Five point Combat Levels with
  melee combat may be applied to DCV only against hand-to-
  hand attacks, not against ranged attacks.  Any DCV modifi-
  ers from Combat Modifiers also apply to DCV versus all
  attacks.
  RANGE MODIFIERS
  When a character attacks a target at a distance, the attack
  is given a Range Modifier.  This is intended to reflect the fact
  that it is harder to hit a target that is far away than one that
  is close up.  This is because (among other reasons) the
  target appears smaller at range — there is “less” of it to hit.
  Thus a target which is half man-sized will be just as hard to
  hit as one which is man-sized, but twice as far away.
  There is no range penalty out to 4".  This means that any
  attack made at a target at 4" will be as easy to hit as an
  adjacent target.  After 4", any attack is made with a -2 OCV
  Penalty (remember that an inch on a small scale map
  represents 2 meters or 6 1/2 feet).  There is an additional -2
  OCV Penalty for each doubling of the range thereafter: -4
  OCV at 16", -6 OCV at 32 “, and so on.
  RANGE MODIFIERS
  Range
  Modifier
  Adjacent
  0
  2-4"
  -0
  5-8"
  -2
  9-16"
  -4
  17-32"
  -6
  33"-64"
  -8
  65"-128"
  -10
  etc.
  etc.
  
  HERO System Rulesbook
   147
  GMs who want additional detail can use the optional range
  modifier in between steps.
  OPTIONAL RANGE MODIFIERS
  Range
  Modifier
  Adjacent
  0
  2-4"
  -0
  5-6"
  -1
  7-8"
  -2
  9-12"
  -3
  13-16"
  -4
  17-24"
  -5
  etc.
  etc.
  Example: If the target were 15" away, the attacker would
  suffer an OCV penalty of -4, making it harder to hit.
  The Range modifier is easiest to calculate by counting the
  distance in multiples of two, starting at eight, and counting
  until the number s greater to or equal to the range. Then
  multiply the total by -2 OCV.
  Example: The attacker is standing 31" away from the
  target.  The GM starts counting the distance “8, 16 32 —
  that’s three levels, so your total penalty is -6 OCV.”
  Skill Levels with a ranged attack (like a pistol) can be
  added directly to OCV (see Skill Levels), which will help
  offset the range penalty.  Range Skill levels can only be used
  to offset range penalties.  This is also used for weapons that
  have especially good or bad performance over range.  These
  bonuses or penalties have no effect on adjacent targets.
  Example: Assume a derringer has a Range Modifier of
  -2.  When Randall fires his derringer at an opponent 12"
  away, the total range modifier is -4 for range, plus -2 for
  the derringer, giving a total modifier of -6.  If Randall were
  using a rifle (with a Range Modifier of +2), then the total
  OCV modifier would be -4 for range, +2 for the gun, giving
  a total of -2.  Neither gun would get any bonus or penalty
  when adjacent, and Range Skill Levels never add to a
  character’s OCV — they just offset Range penalties.
  MENTAL COMBAT
  Almost all attacks use the ordinary Attack Rolls and CV
  that have already been described.  However, the Mental
  Powers use Ego Combat Value instead of the normal Com-
  bat Value.  The Powers that use Ego Combat Value (or ECV)
  are Ego Attack, Mental Illusions, Mind Control, Mind Link,
  Mind Scanning, and Telepathy.  Ego Combat is also used for
  Powers bought with the Power Advantage Based on ECV.
  Ego Combat Value is determined using the following for-
  mula:
  Ego Combat Value = EGO/3
  Substituting ECV for CV, Mental Combat works just the
  same as normal combat.  The Attack Roll is 11 + Offensive
  ECV - Defensive ECV on 3d6.  Apply any modifiers for Skill
  Levels, just as normal.  However, Mental Combat works on
  a line-of-sight basis; if an attacker can see the target, he can
  affect him with no Range Modifier.  None of the Combat
  Modifiers apply, either.  A character using a Mental Power
  uses EGO instead of DEX to determine when the character
  moves in the Phase.
  COMBAT MODIFIERS
  Where and how combat takes place should affect the
  characters’ Attack Rolls.  Combat Modifiers are used to
  describe situations when a character attacks someone by
  surprise or ducks behind cover.  The table on the next page
  describes the situation where each Combat Modifier is used,
  and exactly how it works.
  During play, many situations will occur that aren’t covered
  in the Combat Modifiers, like firing upside down from a
  helicopter at midnight during a thunderstorm.  In such cases,
  the GM should apply a modifier that seems reasonable.  He
  should find similar things on the Combat Modifiers Table to
  compare with the unusual situation.  He should always
  remember, though, that this is a game that simulates fiction,
  and incredible feats are often possible.  In fact, he should
  give players a bonus for especially creative and exciting
  maneuvers, since they make things more fun for everybody.
  The Combat Modifiers table summarizes the information
  about the Combat Modifiers.  A dash on the table means that
  there is no change in the indicated value.
  EXPLANATION OF THE COMBAT
  MODIFIERS
  AREA EFFECT ATTACKS
  This section covers not only Area Effect Attacks, but any
  attack directed against a point on the ground (in other words,
  a hex) rather than a person or an upright object.  Area Effect
  Attacks may be made at either a hex or at the target’s normal
  DCV.  Generally, it’s easier to hit the hex the target is
  standing in.
  The DCV of a hex is 3, or 0 if the hex is adjacent.  Attacks
  aimed at a hex suffer normal penalties for range.  To use an
  Area Effect Attack, the character picks the hex he’s aiming
  for; this will be the central hex of his Area Effect.  If the
  character fails his Attack Roll, the center of the Area Effect
  misses the target hex by 1" for every 1 point that the Attack
  Roll is missed by; the maximum miss distance is half the
  distance to the target.  To determine direction, the character
  should roll 1d6 and look at the picture below.
  Everything in the area of the Area Effect attack usually is
  affected without requiring a separate Attack Roll on each
  target.  Note that even if the center of the Area Effect misses
  the target hex, the attacker may still catch his target with one
  of the hexes in the Area Effect, depending on how far the
  Area Effect misses by and in what direction.
  
  HERO System Rulesbook
  148
  AUTOFIRE
  Automatic weapons and Powers bought with the Power
  Advantage Autofire can fire a stream of attacks with a single
  attack roll.  Thus, they can hit one target several times, or
  several targets with one attack.  A character making an
  Autofire attack chooses how many “shots” he would like to
  use, up to his maximum (see the Power Advantage Autofire).
  The attacker then makes a normal Attack Roll.  For every 2
  points the Attack Roll is made by, the attacker hits the target
  one time.  A single target can never be hit more times than
  “shots” were used.
  Example: Andarra fires her Autofire blaster at an alien
  agent standing next to her.  Andarra has a base OCV of
  7, and the agent has a DCV of 5.  Because the attack is
  point-blank, there is no range penalty.
  Andarra’s Attack Roll is 11 + 7 - 5 = 13 or less.  She rolls
  a 9, hitting the agent three times (at 13, 11, and 9).
  A character may spray a Autofire attack at several targets.
  When doing this, there is a -1 OCV penalty for each hex fired
  into.  Each target can only get hit once.  The attacker declares
  the targets and counts the number of continuous target
  hexes.  He must fire a minimum of one shot into each hex,
  even if there is no target there (so a character with a 5 shot
  maximum could affect a maximum of 5 hexes).
  Example: Later, Andarra fires at two rock creatures 4
  hexes apart.  She takes a -5 on her OCV for firing at each
  target (-1 for the hex of the first target and -4 for the other
  hexes).  Andarra has an OCV of 6.  Each rock creature
  has a DCV of 4.  Andarra’s Attack Roll is 11 + 6 - 4 - 5 =
  8 or less.  Andarra rolls a 5.  One rock creature gets hit
  once.  Andarra rolls to hit the second rock creature and
  gets a 9, missing it altogether.
  COMBAT MODIFIERS
  Modifier
  Notes
  OCV
  DCV
  Area Effect Attack
  Must hit hex DCV (3, except if adjacent)
  —
  —
  Autofire
  More than one shot; 1 hit/2
  +0
  -0
  Concealment target
  by hit location table or:
  half hidden
  -2
  —
  target head and shoulders only
  -4
  —
  Bouncing Attack
  Requires 1 Combat Level per bounce
  +1 to +3
  —
  Braced
  Only affects Range; can be combined with Set
  +2
  x1/2
  Coordinated Attacks
  Combine damage for purpose of Stunning
  —
  —
  Encumbrance
  Attacker is weighed down
  —
  -0 to -4
  Explosions
  Treat like Area Effect
  —
  —
  Multiple Attackers
  +1 OCV/each attacker after the first; must coordinate.
  +1
  —
  Off Hand
  using off hand
  -3
  —
  Target Prone
  may have concealment
  —
  x1/2
  Set
  takes 1 full Phase
  +1
  —
  Spreading Energy Blast
  For one target, +1 OCV per -1d6
  varies
  —
  To hit multiple targets, -1d6 per additional hex
  —
  —
  Surprise Move
  GM decides
  +1 to +3
  —
  Surprised
  in combat:
  —
  x1/2
  not in combat, take 2x Stun:
  —
  x1/2
  Target Size
  fills 1 hex
  +2
  —
  fills 2 hexes
  +4
  —
  fills 4 hexes
  +6
  —
  1/2 human sized
  -2
  —
  1/4 human sized
  -4
  —
  1/8 human sized
  -6
  —
  Throw
  unbalanced, unaerodynamic
  -4
  —
  balanced or aerodynamic
  -2
  —
  balanced and aerodynamic
  -0
  —
  Target a hex
  Must hit hex DCV (3, except if adjacent)
  —
  Unfamiliar weapon
  —
  -3
  —
  
  HERO System Rulesbook
   149
  BOUNCING AN ATTACK
  This rule is usually only used in superheroic campaigns.  A
  character with a ranged attack and Combat Levels that apply
  to that ranged attack can bounce the attack off the right
  surface.  The GM will have to decide what surfaces are
  appropriate to bounce a given type of attack.  For each
  “bounce” that the character wants the attack to perform, the
  character must use one Combat Level to bounce.  The
  Range Modifier for an attack that bounces is counted along
  the entire path of the attack.  A bounce can give the character
  a Surprise Maneuver bonus ( +1 to +3) if the target is not
  expecting this type of attack.
  BRACED
  This allows a character to Brace himself in order to steady
  his aim and improve his accuracy over range.  To Brace, a
  character must take a 0 Phase action to steady himself; this
  gives him a +2 OCV which can only be used to offset range
  penalties.  The drawback is that the character’s DCV is
  halved, because he is standing still in order to Brace.  A
  character can combine Bracing with Set in the same Phase,
  and get both bonuses together.  He will have a +1 OCV and
  +2 OCV only to offset range penalties, but this will take an
  entire Phase, and the character will be 1/2 DCV.  For more
  information, see Set.
  CONCEALMENT
  Targets that are partly concealed are harder to hit from a
  distance.  If a target is half concealed (like a person behind
  a table or leaning around a corner), the attacker receives a
  -2 OCV.  If only a person’s head is showing (like someone
  peering out of a door), the attacker receives a -4 OCV.  This
  affects all attacks — ranged and hand-to-hand.
  If the optional Hit Location table is being used, Conceal-
  ment may be determined differently.  If a character has some
  cover from an opponent, the GM should decide what Hit
  Locations are covered.  For example, a character standing
  behind a desk would have his feet, legs, and (perhaps)
  abdomen covered; similarly a character firing a pistol around
  a corner would only be exposing his head and one hand,
  arm, and shoulder.  Once the GM has determined cover,
  combat is handled normally, but any attack that would have
  struck the Covered section of the target strikes the cover
  instead.  This usually means that the target takes no dam-
  age, although if the cover was lightweight or the attack was
  large, then the attack can blow through the cover and do
  damage to the target anyway.
  Example: Andarra has just drawn her blaster on a squad
  of Imperial Star Marines.  Not liking the odds, she drops
  prone and fires her blaster.  The well-trained marines
  return fire.  But because Andarra is prone and the
  marines are 20 hexes away, the GM decides that they
  can only shoot her in the head, hand, arms, and shoul-
  ders.  If one of them was standing next to her, she would
  of course get no cover.
  COORDINATED ATTACKS
  This allows two or more characters to coordinate their
  attacks against a single opponent.  To coordinate attacks,
  the two attackers must have fought together in the past and
  trained in working together.  This “training” could occur in a
  Danger Room for superheroes, or over the course of numer-
  ous combats for other characters.
  To coordinate their attacks, the characters must attack on
  the same DEX on the same Phase.  This might require faster
  characters to wait for comrades that have a lower DEX.  If the
  combat is particularly confusing or noisy, the GM might
  require the characters to make a PER Roll to notice the cue
  to attack.
  Coordinated attacks can make the target easier to hit (see
  Multiple Attackers Bonus, below).  It also increases the
  probability that the target will be Stunned.  When two
  attackers successfully coordinate their attacks, the damage
  is rolled normally.  However, any STUN that gets through the
  target’s defenses is added together from both attacks for the
  purposes of determining whether the target is Stunned.  If the
  Knockback rule is being used, Knockback is determined
  normally, then added together.
  Example: Arkelos the mage and Chiron the rogue are
  attacking a Dragon.  Arkelos is SPD 3, DEX 18; Chiron
  is SPD 4; DEX 20.  Since the Dragon just incinerated the
  paladin, the pair decide to coordinate their attacks.  On
  Segment 6, Chiron holds his attack.  On Segment 8,
  Arkelos gets a Phase, and at DEX 18, they both attack
  (Chiron uses his Held Action).  Chiron’s sword does 15
  STUN after defenses, Arkelos’ flame bolt does 18 STUN
  after defenses.  The damage is totalled for the purposes
  of seeing whether the Dragon is Stunned.  since 15 + 18
  = 33 STUN is greater than the Dragon’s 28 CON, the
  Dragon is Stunned.  Whew.
  
  HERO System Rulesbook
  150
  ENCUMBRANCE
  This rule reflects the fact that a character who is carrying
  around heavy equipment will be encumbered, and therefore
  won’t be able to fight as well.  The character will also find it
  difficult to perform acts requiring agility (a DEX Roll).  The
  Encumbrance rules should only be used in heroic cam-
  paigns.
  To determine Encumbrance, the character should calcu-
  late the total weight of all the items that the character is
  carrying.  This total will include the character’s armor, back-
  pack, and weapons.  It does include items carried in the
  character’s hands.  Since a character will often be carrying
  around a fair number of miscellaneous items, he should
  probably add one or two kilograms to the total.  The GM must
  decide the weight of any items not listed.  This total encum-
  brance is then compared to the Encumbrance Table.
  ENCUMBRANCE TABLE
  Total Weight
  DCV/
  END
  Carried (kg)
  DEX Roll
  cost/Turn
  0-3.2
  0
  0
  4.9-6.4
  -1
  0
  6.5-12.5
  -2
  1
  12.6-25
  -3
  2
  25.1-50
  -4
  3
  50.1
  -5
  4
  etc.
  The END cost can be modified according to the STR of the
  character (strong individuals do not feel the weight as much).
  To determine the modified END cost, compare the charac-
  ter’s STR to the following table.  This can also be used with
  the Long Term Endurance optional rule.
  MODIFIED ENCUMBRANCE TABLE
  STR
  END cost/Turn
  0-4
  x2
  5-9
  x1 1/2
  10-14
  x1
  15-19
  -1
  20-24
  -2
  25-29
  -3
  30-34
  -4
  35
  -5
  Encumbrance keeps the characters from carrying around
  outrageous amounts of equipment; it also discourages char-
  acters from wearing weighty armor.  However, it does require
  additional bookkeeping.
  EXPLOSION
  Explosion attacks are aimed at a hex, and the Attack Roll
  is handled identically to an Area Effect attack (see Area
  Effect, above).  Explosions do full damage to the center hex;
  they lose 1 DC per hex distant from the center hex.  The
  largest dice are always subtracted first.  Anyone standing in
  the blast radius can attempt to Dive for Cover.  For more
  information, see the Power Advantage Explosion.
  MULTIPLE ATTACKERS BONUS
  This optional rule reflects the facts that the more attackers
  there are fighting a single defender, the harder it is for the
  defender to evade their blows.  To gain a multiple attacker
  bonus, the attackers must coordinate their attacks (see
  Coordinated Attacks, above).  If the attackers coordinate, the
  defender suffers a -1 DCV for every attacker after the first,
  down to a minimum of 1/2 DCV.  The attackers can be fighting
  at range, hand-to-hand, or a combination of both.
  A defender who is being attacked by multiple attackers
  can choose to ignore some of them to concentrate on a more
  dangerous opponent.  In this case the character gets his full
  DCV against the single opponent, and 1/2 DCV against all the
  other Multiple Attackers.  The DCV penalty applies only
  against those opponents who coordinate their attacks; the
  character’s DCV against other attacks is determined nor-
  mally.
  Multiple attackers bonus is an optional rule.  It can be
  particularly inappropriate for a Martial Arts campaign or one
  based on the swashbuckling exploits of the Three Musket-
  eers.
  Example: Seeker is being attacked by 5 VIPER agents.
  Because they are finding Seeker almost impossible to
  hit, the agents decide to try and get a Multiple Attacker
  Bonus.  (This is made simpler because all VIPER agents
  have DEX 14 and SPD 3.) On Segment 4, the Agents all
  attack as one.  Seeker receives a -4 to his DCV, and will
  probably be hit.  Poor Seeker.
  
  HERO System Rulesbook
   151
  OFF HAND
  This optional rule is usually used in heroic campaigns.  A
  weapon used in the character’s “off” hand will take a -3 OCV
  penalty.  If the character is right-handed, this applies to
  weapons held in the left hand, vice-versa for left handed
  characters.  The Talent Ambidexterity eliminates this pen-
  alty.
  SPREADING ENERGY BLASTS
  This optional rule is usually used only in superheroic
  campaigns.  A character may “spread” his Energy Blast in
  order to get a better chance to hit.  Effectively, he’s widening
  the beam at the cost of doing less damage.  The character
  does 1d6 less damage for every +1 OCV he wants.  The END
  cost must still be paid for all the dice, even though some of
  the dice are not doing damage.
  A character may also spread his Energy Blast to be able
  to hit more than one target.  The character loses 1d6 of
  damage for each hex he wants to fill with his Energy Blast.
  The hexes must be adjacent.  The attack could therefore hit
  a hex, and the hexes on either side, but not the hex behind.
  The character rolls a separate Attack Roll against each
  target.  The END cost is paid on all the dice, even though
  some of them aren’t doing damage.
  Only Energy Blasts can be spread; if a character wants to
  “spread” a different attack, he should buy the power with the
  Power Advantage Area Effect.
  Example: Starburst has 10d6 of Energy Blast.  He
  decides to spread his attack to get a better chance to hit
  his target.  He spreads his attack by 2d6.  This gives him
  a +2 OCV, and he will only do 8d6 if he hits.  However,
  he pays the full 5 END that his Energy Blast normally
  costs.
  Starburst now wants to try to hit several agents with
  one shot.  The agents, not being extraordinarily clever,
  have conveniently lined up shoulder to shoulder, six
  agents in three adjacent hexes.  Starburst spreads his
  attack by 3d6, thus filling up all three hexes.  Starburst
  must now roll his Attack Roll against each agent.  Each
  agent he hits will take 7d6 damage.  Starburst pays the
  full 5 END for his Energy Blast.
  SET
  This allows a character to take extra time to aim at a target,
  thereby improving his accuracy.  A character must Set on a
  a specific target (either individual or object); he can’t just Set
  until a target presents itself.  An attacker who wants to Set
  must spend an entire Phase tracking the target; during this
  time he cannot perform any action other than 0 Phase
  Actions.  A character who has Set on a target receives a +1
  OCV to all attacks against that target until he loses his Set.
  A character who has Set can attack on a Phase, then track
  his target for several Phases, and then attack again, all
  without losing his Set bonus.  However, the character will
  lose the Set bonus if he doesn’t attack or track the target.  A
  character will also lose the Set bonus if the target moves out
  of sight.  Of course, a character can regain the Set bonus by
  spending a Phase Setting on the target.
  A character can Set and Brace in a single Phase, thereby
  getting both bonuses.  However, the character will have to
  fulfill the requirements for both Modifiers — he will have to
  take an entire Phase, and will be 1/2 DCV.
  SURPRISED
  This Modifier applies when the character is attacked from
  behind, above, by an invisible attacker, and so forth.  A
  character who is surprised while not in combat has 1/2 DCV
  and takes 2x STUN from the attack; moreover, the penalty
  for any Placed shots are halved (see Optional Effects of
  Damage).  For an attacker to receive this bonus, the target
  must be not be expecting any attacks.  For example, a
  character who’s running at noncombat speed toward a fight
  is expecting trouble, and isn’t totally unaware.  In this
  situation the character wouldn’t take 2x STUN, although
  would have a DCV penalty because of using noncombat
  speed.  Conversely, a character who is unconscious or
  asleep will take 2x STUN.  The STUN is doubled before any
  defenses are applied.
  The DCV of a character who is in combat and is attacked
  by surprise is halved; the damage he takes is normal.
  SURPRISE MOVE
  A Surprise Move is any maneuver where a character
  startles an opponent (by smashing a control panel, faking
  unconsciousness, swinging from a chandelier, etc.).  The
  GM should reward such inventiveness on the part of the
  players with a bonus, for this type of playing adds great
  interest to the game.  Of course, the villains also get their
  chance to pull Surprise Moves on the characters.  The Bonus
  for a Surprise Move is +1, +2, or +3 OCV (sometimes even
  greater).
  TARGET SIZE
  Targets larger or smaller than normal human size affect
  the chance to hit.  Big objects are easier to hit: a target 2x
  human size is +2; a target 4x human size is +4, and so on.
  Targets smaller than human size are harder to hit: 1/2 human
  Size is -2, 1/4 human size is -4, etc.
  THROWING OBJECTS
  Throwing an unbalanced, unaerodynamic object like an
  unwilling character, a duck, or a building has a -4 Range
  Modifier.  Throwing a balanced or aerodynamic objects like
  a willing character, a rock, or a jetpack has a -2 Range
  Modifier.  Objects that are balanced and aerodynamic, like a
  spear or throwing knife, can be thrown with normal range
  penalties.  The penalties only apply at range; a character can
  still use the device in Hand-to-hand with no penalty.  The
  Throwing Table in the Characteristic Rolls section describes
  how far a character can throw different types of objects.
  If a character is throwing something that fills one hex or
  more, the GM should treat it like an Area Effect Attack.  That
  is, the character can target it at a hex, rather than at a specific
  character.  This method should also be used for thrown
  objects that are not targeted at an individual (like grenades).
  UNFAMILIAR WEAPONS
  This optional rule is usually only used in heroic campaigns.
  A character must buy Familiarity with a weapon to use it,
  otherwise the character has a -3 OCV penalty when using
  the unfamiliar weapon.
  
  HERO System Rulesbook
  152
  EXPLANATION OF STANDARD
  MANEUVERS
  BLOCK
  This action blocks a hand-to-hand opponent’s attack and
  sets the blocking character up to deliver the next blow.  A
  character who wants to Block must declare his intention
  before his attacker attempts an Attack Roll.  To attempt the
  block, the character must roll against his opponent’s OCV
  (not DCV).  If the character successfully Blocks, he takes no
  damage (and no Knockdown or Knockback).  If these two
  characters both have their next action Phases in the same
  Segment, the character who blocked automatically gets to
  strike first, regardless of relative DEX (his opponent is
  delayed until the defenders DEX).  Blocks have no effect on
  ranged attacks.
  The GM can assign a penalty (-1 to -3) to Block if one
  character is armed and the other is not.  This penalty should
  only be used for heroic campaigns.
  Example: Ogre tries to punch Seeker.  Seeker attempts
  to Block.  Ogre’s OCV is 6, and Seeker’s OCV is 11.
  Seeker needs an 11 + 11 - 6 = 16 or less.  Seeker rolls
  a 10, and successfully Blocks.  Next Phase, Seeker gets
  to strike first.
  A character who has successfully blocked can block
  additional attacks made against him.  Each additional roll is
  made at -2 cumulative, and if the character misses any of his
  rolls he cannot block further attacks.
  Example: Ogre, frustrated, brings a group of friends to
  pound on Seeker.  Seeker blocks Ogre’s punch as
  before, but now must also block two more attacks.  His
  roll to Block this second attack is determined as de-
  scribed above, but with an additional -2 penalty to
  Seeker’s OCV.  He makes this roll, but fails against the
  third attack (he had a -4 penalty, after all).  Because he
  has failed to Block an attack, Seeker cannot try to Block
  any more attacks until his next Phase.
  BRACE
  This allows the character to improve his accuracy against
  ranged opponents.  For a full description, see Combat
  Modifiers.
  DISARM
  A character who successfully performs a Disarm maneu-
  ver can try to knock a weapon or other hand-held device from
  an opponent’s grasp.  If the Attack Roll is successful, Disarm
  functions as a Grab.  Both characters roll 1d6 for each 5 STR,
  then count the total BODY.  If the defender’s BODY total is
  higher, then he retains a grip on his weapon — the Disarm
  failed.  However, if the attacker rolls a higher BODY total,
  then the Disarm was successful.  The Disarmed character’s
  object goes flying 1/2d6 hexes in the direction of the strike
  (player’s choice, within reason).  The GM may want to assign
  additional penalties (-1 to -3) if one character is fighting with
  a much shorter weapon — it’s hard for a bare-handed fighter
  to disarm someone with a sword!
  COMBAT MANEUVERS
  Although the number of different ways to strike someone
  in combat is nearly infinite, the differences between the vast
  majority of these maneuvers — in game terms — are
  minimal.  Combat maneuvers have been reduced to several
  maneuvers that cover most of the possibilities.  These basic
  combat maneuvers can be used by any character, provided
  the character has the necessary weapon (if any) or meets
  other special conditions listed.  Alternatively, Martial Arts
  maneuvers cost Character Points to learn; these are listed in
  the Skills section.
  A few definitions are in order before we begin:
  Hand-to-hand (H-to-H) combat in the game means fighting
  without ranged weapons.  Melee is included in hand-to-hand
  combat.  Melee combat refers to fighting with weapons
  close-up, without using missile weapons.
  Missile weapons are hand weapons used at a distance (like
  thrown daggers, or arrows).
  Small Arms refers to guns such as rifles, lasers, tasers, and
  pistols.
  Other weapons include things like grenades or heavy
  artillery.
  Combat maneuvers can modify the character’s OCV,
  DCV, damage done, or other qualities.  Any modifiers from
  the maneuver are in effect when the character performs the
  maneuver until the beginning of the character’s next Phase.
  A character can elect to use any of these combat maneuvers,
  according to the restrictions listed on the combat maneuvers
  Table.  However, the player must state what combat maneu-
  ver the character is using before rolling the dice.  Attacking
  ends the character’s Phase.  Any combat maneuver (except
  Brace) takes either a half Phase or a full Phase action; in
  either case, it must be the last action the character performs
  in a Phase.  A character can half move and Strike, but cannot
  Strike and then half move.
  Characters are free to try any action they want, even if it’s
  not listed on the Combat Maneuvers Table.  The GM should
  interpret this action in relation to the combat maneuvers
  listed.  If the action is sufficiently odd, the GM should give the
  character a Surprise Move bonus.
  Usually actions players suggest consist of several parts,
  and may take them more than one Phase to accomplish.
  Example: Andarra says: “I’ll pull out my pistol, shoot the
  guard, smash the window, and leap outside!” Analyzing
  this action, it consists of: half Phase (draw weapon), half
  Phase (shoot the guard, which is a Strike maneuver), half
  Phase (smash the window; treat as a Strike maneuver,
  but it’s an easy target, so no Attack Roll needed) and half
  Phase (leap out of the window).  Since Andarra can use
  her Casual STR to smash the window (by jumping
  through it), the GM decides that she can jump through the
  window in a half Phase.
  
  HERO System Rulesbook
   153
  COMBAT MANEUVERS
  Maneuver
  Phase
  OCV
  DCV
  Effects
  Standard Maneuvers
  Block
  1/2
  —
  +0
  stops attacks, abort
  Brace
  0
  +2
  1/2
  +2 to offset Range Penalties only
  Disarm
  1/2
  -2
  0
  can disarm target; attacker gets STR vs.  STR Roll
  Dodge
  1/2
  —
  +3
  vs. all attacks, abort
  Grab
  1/2
  -1
  -2
  grab, do STR
  Haymaker
  1/2 †
  0
  -5
  x1 1/2 STR before Pushing
  Move By
  1/2
  -2
  -2
  STR/2 + v/5; attacker takes 1/3 damage
  Move Through
  1/2
  -v/5
  -3
  STR + v/3; attacker takes 1/2 or full damage
  Set
  1
  +1
  +0
  Strike
  1/2
  +0
  +0
  STR or by weapon type
  Other Attacks
  1/2
  +0
  +0
  Optional Maneuvers
  Covered
  1/2
  -2*
  +0
  target held at gunpoint
  Dive for Cover
  1/2
  +0
  +0
  moves character, abort
  Pulling a Punch
  1/2
  -1 / 3d6
  0
  strike, normal STUN damage, 1/2 BODY damage
  Rolling with Punch
  1/2
  -2
  -2
  roll after being hit, take 1/2 STUN and BODY, abort
  Snap Shot
  1
  -1
  +0
  lets character duck back behind cover
  Suppression
  1
  -2
  +0
  continuous fire on hex(es), must be autofire
  Sweep
  1
  -2
  x1/2
  hits multiple targets in hand-to-hand
  Maneuver
  Phase
  OCV
  DCV
  Cost
  Damage/Effect
  Martial Maneuvers
  Defensive Strike
  1/2
  +1
  +3
  5 pts.
  STR strike
  Martial Strike
  1/2
  0
  +2
  4 pts.
  STR +2d6, strike
  Offensive Strike
  1/2
  -2
  +1
  5 pts.
  STR +4d6, strike
  Martial Block
  1/2
  +2
  +2
  4 pts.
  Block, abort
  Martial Dodge
  1/2
  -—
  +5
  4 pts.
  Dodge, affects all attacks, abort
  Martial Throw
  1/2
  +0
  +1
  3 pts.
  STR + v/5; target falls
  Nerve Strike
  1/2
  -1
  +1
  4 pts.
  2d6 NND1
  Choke Hold
  1/2
  -2
  0
  5 pts.
  Grab, 2d6 NND2
  Killing Strike
  1/2
  -2
  0
  4 pts.
  1/2d6 HKA
  Sacrifice Throw
  1/2
  +2
  +1
  3 pts.
  STR; you fall and target falls
  Martial Disarm
  1/2
  -1
  +1
  4 pts.
  Disarm, +10 STR to Roll
  Martial Escape
  var
  0
  0
  4 pts.
  +15 STR vs.  Grabs
  Martial Grab
  1/2
  -1
  -1
  4 pts.
  Grab, +10 to STR for hold only (not damage)
  * Also use OCV mod for Hit Location
  † This maneuver takes one extra Segment to perform
  EXPLANATION OF TERMS:
  Phase: This column explains how long it takes to perform the maneuver.
  OCV (Offensive Combat Value): This number tells the player the modification for performing the maneuver.  For example,
  a +1 OCV means that a character has +1 addition to his roll (or his OCV) to hit.
  Dash (“—”): A dash on the table means that column is not relevant.
  DCV (Defensive Combat Maneuver): This number tells the person performing the maneuver the modification to the
  attacker’s DCV.  For example, performing a disarm maneuver decreases the attacker’s DCV, making it more likely for
  the him to be hit.
  Damage: This number is the damage done by the attack.  STR means that the attack does STR/5 in d6.
  Abort: A character can forfeit the next Action Phase to do this maneuver out of Phase.  For a more detailed explanation,
  see Action Phases.
  
  HERO System Rulesbook
  154
  DODGE
  A character performing a Dodge can’t attack, but is much
  harder to hit.  The dodging character adds +3 DCV against
  all attacks.  It is possible to abort to a Dodge.
  GRAB
  A character who successfully performs a Grab maneuver
  can catch hold of an opponent.To Grab an opponent, a
  character must make a successful Attack Roll, with appropri-
  ate modifiers.  If successful, the character has grabbed his
  opponent; he can now squeeze him or throw him.  These
  maneuvers do the attacker’s normal STR damage (STR/5 in
  d6).  The attacker and defender both occupy the same hex
  when Grabbed.
  When a character tries to escape from being grabbed,
  both characters 1d6 for each 5 STR.  Both sides count the
  amount of BODY done on the dice, and the higher total wins.
  Ties go to the attacker, so to break out of a Grab a character
  must roll more BODY than his attacker.  Of course, Casual
  STR means that very strong characters can effectively
  ignore Grabs performed by much weaker foes.  The Casual
  STR should be rolled immediately when a Grab is made; if
  BODY rolled by the casual STR overcomes the BODY done
  by the attacker’s STR, then the Grab has no effect.  Trying
  to break out of a Grab does no damage.
  A character who has been Grabbed has 1/2 DCV, and most
  handheld weapons and accessible foci will be rendered
  useless.  He will also have his arms immobilized.
  A character performing a Grab can choose to grab a
  target’s weapon, instead of the target himself.  Such attacks
  must be performed with a -2 OCV penalty in addition to all
  other modifiers.  If the attacker successfully makes the Grab,
  then he has his hands on the target’s weapon, and can
  attempt to wrench it away.  In this case, use normal Grab
  rules to see if the attacker is successful.  Until one character
  gains control of the weapon, neither character can use it.
  As an optional rule, the GM may want to assign additional
  penalties (-1 to -3) if one character is fighting with a much
  shorter weapon.
  HAYMAKER
  This is basically an all-out punch, and takes an extra
  Segment to execute.  If a character states on Segment 6 that
  he wants to do a Haymaker, the blow won’t land until the very
  end of Segment 7, after all characters in Segment 7 have
  taken their action.  This extra Segment can even allow the
  target to move out of the way if he has an action.  In this case,
  the Haymaker misses altogether.
  MOVE BY
  This particular maneuver is most appropriate for super-
  heroic campaigns; the GM may allow it in heroic campaigns
  for certain circumstances (such as a horseman with a
  sword).  This action allows a character to attack while doing
  a full move.  The character simply thrusts out an arm, leg, tail,
  or other appendage and hits his opponent as he moves by.
  The character plots his entire movement path and then
  makes his Attack Roll.  The target can be at any point along
  the hero’s intended path.  Hit or miss, the character will end
  up at the end of his movement path.  The character does 1/
  2 normal damage for STR plus (Velocity/5)d6 normal dam-
  age to the target.  The character also takes one third of the
  STUN and BODY damage done to the target.  Since the
  character gets his PD against this damage, he normally
  won’t feel it; for practical purposes this can be ignored most
  of the time.
  Example: Starburst is using 15" of Flight and is 5" away
  from Ogre.  Starburst does a Move By on the villain and
  ends up 10" away from Ogre at the end of the Maneuver.
  The villain takes 1/2 of Starburst’s STR damage plus 15/
  5 = 3d6 for the Starburst’s velocity.  Starburst has a 15
  STR, so the villain takes (1/2x3d6) + 3d6 = 4 1/2d6 of
  damage.  Starburst will take one third of the damage
  himself, but this will bounce off of his PD.
  A character can also perform more than one Move-By in
  a Phase.  A character can do a Multiple Move-By on one
  target or on several different ones.  A Multiple Move-By takes
  a cumulative -2 OCV for all the attacks that the character
  makes that Phase.  Thus, when a character decides to do a
  Multiple Move-By on 4 agents, he takes a -8 when attacking
  each agent.  Once the attacker misses one of his Move-Bys,
  he gets no chance to hit with any of his subsequent Move-
  Bys.  The character uses END for STR once for the Phase,
  plus the END for movement.
  If a character performs a Multiple Move-By upon one
  target (by running in a circle and hitting him repeatedly), the
  character can only make an attack each time he returns to
  the first hex he attacked from.  If an attacker was running in
  a tight circle around a target, the target would have to travel
  through 5 hexes before he returned to his original hex.  The
  attacker could only attack the target each time he came back
  to the original hex.
  
  HERO System Rulesbook
   155
  MOVE THROUGH
  This particular maneuver is most appropriate for super-
  heroic campaigns; the GM may allow it in heroic campaigns
  for certain circumstances.  A Move Through allows the
  character to attack at the end of a full move; the character
  simply runs right into his opponent.  To perform a Move
  Through, the attacker must make an Attack Roll against his
  target, modified for velocity.  If the attacker misses his target,
  he’ll travel in a straight line through the hex the target was
  standing in (and he may hit something else if he can’t stop in
  time).  A character who has missed his target can decelerate,
  or continue going as far as his movement allows.
  If the attacker hits the target, he does normal damage for
  STR + (Velocity/3)d6 normal damage.  The character then
  applies half of the STUN and BODY to his own PD.  If the
  attack did no Knockdown or Knockback, then the attacker
  takes full damage (it is like running into a wall).  If the attacker
  hits the target and doesn’t do Knockdown or Knockback, he
  is stopped in the hex directly in front of the target.  If he hits
  and does do Knockdown or Knockback, he can travel with
  the target, and can decelerate or end up in the hex in front of
  the target, continue to move up to his remaining inches of
  movement or the inches of Knockback, or remain in the hex
  where he hit the target.
  Example: Starburst does a Move Through on Ogre.
  Starburst does 3d6 for STR, and 15/3 = 5d6 for velocity,
  for a total of 8d6.  Starburst rolls the damage, and applies
  half the STUN and BODY versus his own PD.  If he had
  rolled no Knockback, he would have taken full damage.
  Yes, it’s possible to knock yourself out with a Move
  Through!
  The character doesn’t have to travel his full move to get the
  damage for his velocity.  A character can accelerate 5" in
  velocity for every 1" moved, so in the example Starburst
  would only have to move 3" to get his full velocity against the
  villain.
  SET
  This allows a character to take extra time to aim at a target,
  thereby improving his accuracy.  For more information, see
  Combat Modifiers.
  STRIKE
  This is the basic attack maneuver, and includes attacks
  such as punches and kicks.  The OCV modifier and the
  damage may vary by weapon type.  A Strike performed with
  a fist (or foot, elbow, or knee, for that matter) has an OCV
  modifier of +0, and the damage is the character’s STR/5 in
  normal dice (1d6 for every 5 STR).  A STR 20 person could
  do up to 4d6 normal damage with a Strike.  The GM may well
  award a particularly creative Strike with a Surprise Move
  bonus.  For instance, a sudden head butt or back kick may
  be worth an OCV bonus.
  OTHER ATTACKS
  This Maneuver applies to any other attack not listed, like
  Energy Blast, Entangle, Flash, Power Drain, and so on.  To
  attack, the character should just make a normal Attack Roll
  with any particular modifiers for the Power, Skill Levels, or
  Combat Modifiers.
  EXPLANATION OF
  OPTIONAL COMBAT MANEUVERS
  These maneuvers add more flavor to combat, but require
  more work by the GM.  They shouldn’t be used if the GM is
  just learning the HERO System, or if there are a tremendous
  number of players.
  COVERED
  This maneuver allows the character to aim an attack at an
  opponent, but not actually fire.  It can be used to simulate the
  common situation of holding someone at gunpoint or at
  bowpoint.  To Cover an opponent, the character must
  declare his intention and then make an Attack Roll.  This roll
  is made with all normal modifiers; in addition, it takes a -2
  Penalty to make an attack roll with the modifiers for that
  location.  If the attacker makes the roll (but doesn’t shoot) the
  target is covered.
  Example: Defender shouts “Freeze!” at Pulsar and tries
  to cover him.  Defender has a 7 OCV and Pulsar has a 8
  DCV.  Pulsar is standing 5" from Defender, so Defender’s
  final roll is 11 + 7 - 8 - 1 - 2 (for the Maneuver) = 7.  He rolls
  a 6, and successfully covers Pulsar.
  If the target attempts to escape, the attacker automatically
  gets to do damage to the target (since, in essence, the
  attacker has already successfully made the Attack Roll).
  How does the defender get out? He waits for (or arranges
  for) a distraction.  Any Presence Attack that equals the
  Covering character’s PRE will do the trick, but note that the
  defender is at -3d6 for any Presence Attack he makes (after
  all, he is at a big disadvantage).  If the attacker is successfully
  distracted, then make a DEX versus DEX Roll (target first).
  If the attacker wins, the defender is Covered again.  If the
  attacker fails, then the target is no longer Covered.
  Covered is usually limited to ranged attacks, although a
  GM could decide that certain hand-to-hand attacks could be
  used to Cover a target.  (A thief could hold a dagger against
  a character’s neck, for instance).  Covered is often per-
  formed with a placed shot (the attacker aims the gun at the
  target’s head, for example).  In this case the attacker should
  add the modifier for Covered to the modifier for the placed
  shot.
  DIVE FOR COVER
  This maneuver enables the character to get out of the way
  of explosions and area effect attacks.  The character
  chooses a hex to dive to, and attempts to make a DEX Roll
  at -1/1" of distance.  If the roll is successful, the character will
  be in the designated hex when the attack goes off.  If the roll
  is not made, the character is considered to be in the air in his
  starting hex.  A character can only Dive for Cover up to half
  his maximum movement.
  Diving for Cover can also be used by a character to protect
  another character from an attack.  The character must Dive
  for Cover to a point between the attacker and the victim.  The
  Dive for Cover Roll is attempted normally.  If successful, the
  character who Dove for Cover takes full damage for the
  attack — no Attack Roll is necessary.  If the Dive for Cover
  Roll fails, the attack has a normal chance to hit the target.
  A character Diving for Cover may not perform any other
  maneuver (like Dodge or Block).  A character can abort his
  next Phase in order to Dive for Cover, assuming that he
  hasn’t already had an action in the Segment.
  
  HERO System Rulesbook
  156
  PULLING A PUNCH
  This maneuver allows an attacker to knock out his oppo-
  nent without permanently injuring him.  A Punch that has
  been pulled does half the BODY that the attack would do
  normally, and Knockdown and Knockback are calculated
  from this BODY.  To Pull a Punch, an attacker takes a -1 OCV
  penalty for every 3d6 in the attack.  If the attacker makes his
  attack roll exactly, he does full damage to his target.
  Example: Obsidian wants to incapacitate a youth-gang
  member without hurting him.  He does a 9d6 Punch, and
  declares that he is Pulling his Punch.  He is -3 OCV for
  the attack, giving him a final OCV of 3, the same as the
  gang member’s DCV.  Obsidian must roll an 11- to hit; if
  he rolls an 11 exactly the kid will take full damage (and
  probably land in the hospital).
  ROLLING WITH A PUNCH
  This combat maneuver allows the character to take less
  damage from a hand-to-hand attack.  This maneuver is
  unique because it may be performed after the character has
  been struck by an opponent’s attack has succeeded (but
  before he rolls damage).  A Block or Dodge must be per-
  formed before the character’s opponent has made an Attack
  Roll.
  To Roll with a Punch, the character must make an Attack
  Roll against his attacker’s OCV (like Block); this roll has a a
  -2 OCV penalty.  If successful the character takes only half
  the STUN and BODY that the attack would have normally
  done.  (The total is halved after defenses have been applied).
  The attacker also rolls -1d6 for Knockback.  This maneuver
  is most appropriate for superheroic campaigns, though the
  GM may allow in heroic campaigns.
  SNAP SHOT
  This maneuver allows a character to move after making an
  attack (which is normally not allowed).  Using this maneuver,
  a character ducks out from concealment, makes an attack,
  and then ducks back under cover.
  To make a Snap Shot, the character must start fully
  concealed near a corner, edge, or opening in whatever the
  character is hiding behind.  The opening or edge must be in
  the same hex as the character.  The character ducks out (on
  the character’s Phase and DEX) and shoots, using the
  modifiers for Snap Shot in addition to whatever other Com-
  bat Modifiers there might be.
  The character may only fire at a target that he is aware of,
  although he may make a Perception Roll to spot previously
  unknown targets.  After this combat action, the character is
  exposed to enemy fire for one full Segment.  On the Segment
  after the Snap Shot the character may duck back under
  cover (at the same DEX that the character made his Snap
  Shot).
  A character performing a Snap Shot takes a -1 OCV, and
  gets his full DCV plus a bonus for cover.
  SUPPRESSION FIRE
  This is a combat maneuver that may only be used with
  weapons capable of Autofire.  Basically, a character uses
  this maneuver to “hose down” an area with bullets so that
  anyone coming into that area is automatically attacked.
  To use Suppression Fire, the player defines a hex or group
  of hexes that the character firing at.  Find the character’s
  OCV at that hex, or hexes, taking into account all of the
  normal modifiers for Range, and using Autofire against a
  group of hexes (if the character is firing at more than one
  hex).  Remember that for each hex fired into there is a -1 OCV
  (see Combat Modifiers).  Also, there is a -2 OCV penalty to
  the character’s OCV for performing Suppression Fire.
  The Suppression Fire maneuver takes a half Phase and is
  a combat action.  The Suppression Fire can last until the
  character’s next action Phase.  The character must shoot the
  same number of bullets in every Segment that he will be
  using Suppression Fire.
  Anyone (or anything) that enters the area covered by
  Suppression Fire is automatically attacked.  There is no way
  to “sneak” through the hex, move through the hex on the
  character’s off Phase, or run through the hex without getting
  attacked.  Note that several targets may take damage, even
  if they enter the area on different Segments.  The target’s
  DCV is normal, and each target can only be hit once per
  Segment.  The number of hexes being fired into determine
  the character’s OCV, as explained above, (plus the -2 OCV
  maneuver penalty).
  This maneuver also simulates the classic “Cover me!”
  situation in movies, where one character sprays a hail of
  bullets at the enemy in order to give another character a
  chance to move.
  
  HERO System Rulesbook
   157
  SWEEP
  This maneuver allow the character to attack more than
  one target with a hand-to-hand attack.  To perform a Sweep
  is a full-Phase action, and all the targets must start the Phase
  in hexes adjacent to the attacker.  For each target after the
  first, the Sweep takes a cumulative -2 OCV for all the attacks
  that the character makes that Phase.  For instance, if a
  character tried to hit 3 opponents with one mighty swing, his
  OCV would be -4 for each roll.  If a character misses any of
  the Attack Rolls, he can’t hit any of the following targets.
  Sweep is usually performed with some sort of (large)
  hand-to-hand weapon such as a two-handed sword, but it
  may be done bare-handed.
  EXPLANATION OF
  MARTIAL COMBAT MANEUVERS
  All the Martial Maneuvers require that the character pur-
  chase some form of Martial Arts in order to use the Maneu-
  vers.  These Maneuvers are usually based on the standard
  combat maneuvers, but are somewhat better.  Martial Arts
  maneuvers often do additional damage, bought separately.
  For a longer description of the maneuvers, see Martial Arts.
  DEFENSIVE STRIKE, MARTIAL STRIKE,
  OFFENSIVE STRIKE
  These function identically to a normal strike, but with the
  different modifiers to OCV, DCV, and damage.
  MARTIAL BLOCK
  This maneuver functions identically to a normal block, but
  with different modifiers to OCV and DCV.  Like a normal
  Block, a Martial Block must be declared before the attacker
  rolls his Attack Roll.
  MARTIAL DODGE
  This maneuver functions identically to a normal dodge, but
  with a better DCV bonus.
  MARTIAL THROW
  This maneuver allows an attacker to throw an opponent to
  the ground.  A character using this maneuver does his STR
  damage to the target plus 1d6 for every 5" of velocity that the
  target has.  The target ends up prone in an adjacent hex.
  NERVE STRIKE
  This maneuver allows the attacker to do an NND attack to
  his target.  The nerve strike is handled as a normal attack, but
  the target gets no defense against the attack.  However, if the
  target has rigid armor, a Force Field, or Lack of Weakness,
  he takes no damage.
  CHOKE HOLD
  This maneuver allows the character to Grab an opponent
  and inflict NND damage.  A Choke Hold is handled exactly
  like a normal Grab in terms of seeing whether the victim
  escapes.  However, the victim of a Choke Hold takes the
  listed NND damage.  This NND is applied directly to the
  victim’s STUN — he doesn’t get any defense against the
  attack.  However, if he has Force Field, rigid neck armor, or
  Life Support so that he doesn’t have to breathe, then he
  takes no damage.
  KILLING BLOW
  This maneuver allows the character to do killing damage
  to the target without using a weapon.  It includes things like
  breaking bones, throat punches, kidney strikes, and so on.
  Like any other killing attack (such as bullets or knives), the
  character struck by a Killing Blow does not subtract PD from
  the BODY or STUN damage done, unless he has some
  resistant defense.
  SACRIFICE THROW
  This is identical to a Martial Throw, except that the attacker
  end up prone in his own hex.
  MARTIAL DISARM
  This maneuver is identical to a normal Disarm, except that
  the character receives a bonus to his STR, for determining
  the outcome of the Disarm only.  The character has his
  normal STR for all other purposes.  The character also
  receives a bonus to his DCV.
  ESCAPE
  This maneuver helps the character escape from a charac-
  ter who has Grabbed him.  The character adds the STR from
  this maneuver to his own STR when rolling BODY to break
  out from a Grab, the additional STR has no other effect.
  MARTIAL GRAB
  This maneuver is identical to a normal Grab, except that
  the character receives a bonus to his STR.  This bonus only
  helps the character hold the target; it does not add to
  damage.
  COMBAT SPECIAL EFFECTS
  Combat in the HERO system has been fully explained in
  game terms.  But no system, however complex, can include
  every possible combination of punch, kick, and energy blast.
  The Combat Maneuvers have names simply to represent the
  general form of an attack.  How a character actually performs
  the attack shouldn’t be held back by the names of the
  Maneuvers.
  Many different Maneuvers fit under the styles of attack
  Maneuvers listed.  Snap kicks and elbow smashes are
  Maneuvers that aren’t listed because they fit the same
  general game modifiers as a strike.  A character may use a
  snap kick against a fallen foe, or an elbow smash when
  infighting, but these can all be used with the OCV, DCV, and
  STR Multiple of a strike.
  Other Maneuvers can have flexible effects also.  A hay-
  maker can be a double handed smash, a kick, or a full
  uppercut.  A Throw can be as simple as a foot thrust in the
  way of a running opponent.
  Players should get creative with their actions in combat
  and then find the maneuver that best represents their ac-
  tions.  On the other hand, GMs should be careful not to give
  out bonuses for a fancy maneuver unless it’s truly unusual.
  The listed maneuvers assume that both the attacker and
  defender are fighting intelligently.  Only very surprising,
  risky, or exciting maneuvers should get additional bonuses.
  
  HERO System Rulesbook
  158
  DETERMINING DAMAGE
  Attacks may do damage; the amount is determined by
  rolling dice.  This means that the damage done by any attack
  is variable.  The variation in damage from rolling dice makes
  combat more interesting.  And of course it’s fun to roll dice.
  There are two different types of attacks: Normal attacks
  and Killing attacks.  This is explained in more detail below,
  but basically, a normal attack, like a punch, is intended to
  stun an opponent, while a killing attack, like a knife or a bullet,
  is intended to kill the victim.
  HOW MANY DICE DO I ROLL?
  For characters with natural Powers that they use to attack,
  the amount of damage is determined by the number of
  Character Points that the character has spent on the Power.
  For weapons, the number of dice of damage is based on the
  weapon type.  For unarmed combat, the number of dice of
  damage is determined by the character’s STR (strength),
  plus any extra damage for the maneuver.  Divide the charac-
  ter’s STR by 5 to get the base number of dice of normal
  damage done by the character.  A character with a STR of 20
  could roll up to 20 / 5 = 4d6 of damage.
  Of course, STR can be bought in totals that are not
  multiples of 5.  If the hero’s STR is over half way to the next
  multiple of 5 (3 or 4; 8 or 9) then the character can add 1/2d6
  of effect.  For instance, someone with a STR of 23 would do
  4 1/2d6 of damage with a punch (23/5 = 4.6).
  A character is not required to use full Strength damage in
  an attack.
  DAMAGE CLASS
  Of course, different dice of damage are not the same.  A
  1d6 Killing Attack is much more damaging to the victim than
  a 1d6 normal attack.  The “Damage Class” of an attack is
  intended to overcome this obstacle.  A Damage Class is
  based on the number of Active Points in an attack divided by
  5.  Thus, 15 Active Points is equal to Damage Class 3, and
  could either be 3d6 normal damage or 1d6 Killing damage,
  both of which will be equally bad (on the average) for the
  victim.
  To determine the Damage Classes for an attack with
  Power Advantages is a little more difficult.  One Damage
  Class will always be equivalent to 5 Active Points of the
  Power.  To determine how much a certain attack gains or
  loses with each Damage Class, the character should deter-
  mine how much the attack would gain if it had 5 Active Points
  added to it.  When calculating this, the character should only
  count those Advantages that have an effect on how the
  victim takes damage.  Thus the Power Advantages “No
  Normal Defense” and “Armor Piercing” would be applied,
  while “Reduced END Cost” or “Indirect” would not.
  Example: To determine the Damage Class of a NND
  attack, start with the base (Energy Blast), which has 1d6
  per DC.  The NND is a +1 Power Advantage, so each 5
  Active Points would only add 1/26d NND.
  Now something trickier.  Assume that a character had
  a Transformation bought with the Power Advantages
  “Cumulative”.  Each d6 of Transformation costs 15
  Character Points, so the base is 3 DCs per 1d6 of
  Transform.  Cumulative is a +1/2Advantage, so the total
  number of Character Points per d6 is 22.  Each DC would
  add 5 Active Points to this, so it would take 4 DCs to add
  1d6.  Adding or subtracting 1 DC would therefore have no
  effect, and a change in 2 DCs would only change the
  Transformation by 1/2d6.
  DAMAGE CLASS TABLE
  Active
  DC
  Killing
  Normal
  Points
  1
  1 pip
  1d6
  5
  2
  1/2d6, 1d6-1
  2d6
  10
  3
  1d6
  3d6
  15
  4
  1d6+1
  4d6
  20
  5
  1 1/2d6, 2d6-1
  5d6
  25
  6
  2d6
  6d6
  30
  7
  2d6+1
  7d6
  35
  8
  2 1/2d6, 3d6-1
  8d6
  40
  9
  3d6
  9d6
  45
  10
  3d6+1
  10d6
  50
  11
  3 1/2d6, 4d6-1
  11d6
  55
  12
  4d6
  12d6
  60
  13
  4d6+1
  13d6
  65
  14
  4 1/2d6, 5d6-1
  14d6
  70
  15
  5d6
  15d6
  75
  16
  5d6+1
  16d6
  80
  17
  5 1/2d6, 6d6-1
  17d6
  85
  18
  6d6
  18d6
  90
  etc.
  
  HERO System Rulesbook
   159
  NORMAL ATTACKS
  Punches, weapons like clubs, and concussion explosions
  are “normal attacks”.  This 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
  of the dice rolled is the number of STUN done to the target.
  Each die also does some BODY damage: any die that rolls
  a “1” does 0 BODY, any die that rolls “2 to 5” does 1 BODY,
  and any die that rolls a “6” does 2 BODY.  The number of
  BODY done are thus usually close to the number of dice
  rolled.
  Roll on die
  for Normal Attack
  Body done
  1
  0(zero)
  2-5
  1
  6
  2
  Example: Randall Irons uses his 25 STR to hit the
  nefarious Professor Wong.  Because Wong is irre-
  deemably evil, Randall decides to do his full damage.
  Randall rolls 25 / 5 = 5d6 for damage.  He rolls the dice
  and the following numbers come up: 2, 6, 3, 5, 4.  The
  total of the dice is 20, so 20 STUN are applied to Wong.
  The 2, 3, 5 and 4 do 1 BODY each, for a total of 4 BODY;
  and a single “6” among the dice, which does 2 BODY.
  The total BODY damage is 4 + 2 = 6 BODY.
  If a character needs to roll a 1/2d6 then damage is deter-
  mined differently.  The half die should be rolled separately or
  separated by color or size to identify it as the 1/2d6.  The face
  value of the die is multiplied by one half and rounded up to
  get the number of STUN done.  The 1/2d6 does 1 BODY if the
  roll is a 4, 5, or 6.
  KILLING ATTACKS
  Damage for Killing Attacks (most weapons, or a Killing
  Blow) is determined differently from normal attacks.  The
  total of the dice is the number of BODY applied to the target.
  To determine the STUN done, the character then rolls 1d6-
  1 (called a STUN Multiple), and multiplies the result by the
  amount of BODY done.  The minimum STUN multiplier is 1.
  If the GM is using the Hit Location Table, use the STUN
  Multiplier listed on the table, instead of rolling 1d6-1.  Certain
  Killing Attacks will have a different STUN multiplier, to
  indicate a Killing Attack that does more or less STUN than
  usual.
  Example: Armadillo slashes a policeman with his claws,
  doing a 2d6 Killing Attack.  The dice rolled are 4 and 1,
  for a total of 5 BODY.  Armadillo then rolls 1d6, rolling a
  5.  Since Armadillo has a standard Killing Attack, the
  multiplier is 1d6-1.  He rolled a 5, so the STUN Multiplier
  is 5-1 = 4.  The total STUN damage done is 5 x 4 = 20
  STUN.
  ADDING DAMAGE
  Several different combat maneuvers and circumstances
  can increase the amount of damage done by an attack.
  Martial Arts maneuvers and Haymakers add to the damage
  a character can normally do with his STR, as do Move Bys
  and Move Throughs.  The GM can also sometimes give a
  player bonus damage dice for extraordinary circumstances
  or Maneuvers.
  Maneuvers that multiply a character’s STR increase dam-
  age without increasing END cost.  A character performing a
  Haymaker multiplies his STR by x 1 1/2.  He then divides his
  multiplied STR by 5 to get the number of dice of damage he
  rolls.
  Example: Obsidian has a STR of 60, so his Haymaker is
  equal to a 90 STR.  When he does a Haymaker, he has
  18d6 of attack.
  The Character only pays END for the STR he used, before
  multiplying.  If a character Pushes his STR by expending
  extra END, the extra dice are added after multiplying his
  base STR.  A 30 STR character who Pushed for 10 STR and
  performed a Haymaker would do a total of 30 STR x 1 1/2 +
  10 STR = 55 STR = 11d6.
  Other maneuvers that add extra damage to a character’s
  STR represent bonuses for movement (Move Bys and Move
  Throughs) or circumstance.  The character must pay END
  for any movement and for the STR involved.  The extra dice
  of normal damage can exceed the number of dice a charac-
  ter has for STR.  If a character has bought his STR as Armor
  Piercing he only adds 1d6 for every 1 1/2d6 of damage bonus.
  If a character has a Hand to Hand Killing Attack he can add
  1DC for every 1d6 of bonus normal dice.  These bonus dice
  can come from a Move By, a Move Through, or a Haymaker.
  As always, the total DC of damage bonus for STR, Velocity,
  and circumstances cannot exceed the number of DC in the
  original attack.
  
  HERO System Rulesbook
  160
  TAKING DAMAGE
  Now that you know how to dish out damage, we’ll show
  how to take it.
  NORMAL ATTACKS
  A character’s PD (plus any special defenses) protects the
  character from damage done by normal physical attacks
  (punches, kicks, falling, clubs, concussion explosions or
  other normal attacks).  The character’s PD (plus any special
  defenses) is subtracted from the total STUN done by the
  attack, and again from the total BODY done by the attack.
  Example: Chiron is hit with a club; the attack does 6
  BODY and 23 STUN.  He has a PD of 4 plus leather armor
  with a Defense of 3, so he takes 23 - 7= 16 STUN and 6
  - 7 = -1 or 0 BODY.
  KILLING ATTACKS
  Killing Attacks are applied differently from normal attacks.
  First, find the BODY, apply the STUN multiple to determine
  the STUN done by the attack, then apply the character’s
  relevant defenses.  A character’s PD or ED does not subtract
  from either the STUN or the BODY damage done by a Killing
  Attack (like a bullet), unless the character has resistant
  defenses.  Resistant defenses in a superheroic campaign
  can be natural, like a Force Field or Armored Skin.  In a heroic
  campaign, resistant defenses are more likely to be some
  form of body armor (bought with money), although some
  characters might have personal defenses.
  The character gets the resistant defense against the
  BODY of the Killing attack.  The character gets his resistant
  defense plus his nonresistant PD against the STUN of the
  Killing Attack.  However, a character takes a minimum of 1
  STUN for every 1 BODY that gets through his defenses.
  ENERGY ATTACKS
  A character’s ED works the same way as his PD, but
  against energy attacks (electricity, lasers, fire, or other such
  attacks).  Body armor and resistant defenses work for Killing
  energy attacks the same way.
  Example: A Vegan hauls out its maser (which does a
  2d6 K) and shoots Andarra.  The GM uses the optional
  Hit Location rules, and finds that Andarra was hit in an
  area not covered by her body armor.  The Vegan rolls 6
  BODY and 12 STUN.  Since Andarra has no body armor
  in that area, she takes 6 BODY and 12 STUN.
  The Vegan, flushed with victory, tries again.  This time
  its maser blast does 8 BODY and 24 STUN.  Unfortu-
  nately for the creature, it hit Andarra’ body armor.  An-
  darra subtracts her body armor’s ED of 6 from the BODY
  done: 8 - 6 = 2 BODY gets through.  Andarra totals her
  ED of 3 and the body armor ED of 6 and subtracts that
  from the STUN: 24 - 9 = 15 STUN gets through.
  ATTACK MODIFIERS
  Some Power Advantages enable attacks to partially or
  fully ignore a character’s defenses.  These Advantages
  include Armor Piercing (AP), Attack vs.  Limited Defenses,
  No Normal Defense, Penetrating, etc.  Similarly, there are a
  number of Power Limitations (like Reduced Penetration) that
  affect the amount of damage the attack does.  For a full
  description of these Modifiers, see Power Modifiers.
  EFFECTS OF DAMAGE
  There are three major effects of damage: in order of
  severity, they are Stunning, Knockout, and Death.
  STUNNING
  If the STUN done (after subtracting defenses) is less than
  or equal to the character’s CON, there’s no effect (other than
  the loss of the STUN, of course).  If the STUN done by a
  single attack (after subtracting defenses) exceeds the de-
  fender’s CON (Constitution), the defender is Stunned.
  A Stunned character’s DCV instantly drops to to 1/2.  At the
  end of the Segment, any Powers that are not Persistent turn
  off.  The character remains Stunned and can take no action
  until the next Phase.  A character who is Stunned or recov-
  ering from being Stunned can take no action, take no
  Recoveries (except a free post-Segment 12 Recovery), and
  is unable to move.
  Recovering from being Stunned requires 1 full Phase.  The
  character must lose one full Phase to recover.  If Andarra, a
  SPD 3 character, was Stunned by an attack on Segment 6,
  she would use her Phase on Segment 8 to recover.  Andarra
  wouldn’t be able to take any action until her next Phase on
  Segment 12.  Immediately after the character’s DEX rank,
  the character recovers from being Stunned, regaining his full
  DCV, even though the character can’t act until his next action
  Phase.  The character can act normally the Phase after
  recovering from being Stunned.  There is no limit to the
  number of times that a character can be Stunned and
  recover.
  KNOCKOUT
  If a character’s STUN total is reduced to zero or below, he
  is Knocked Out.
  A character who is Knocked Out is lying on the ground.
  The character’s OCV and DCV are instantly reduced to zero,
  and any attack that hits the character will do 2x STUN, just
  as if the character were Surprised while not in combat.  At the
  end of the Segment, any Powers that are not Persistent turn
  off.  The unconscious character has his normal ECV, how-
  ever, and can be affected normally by Mental Powers.
  If he is only barely Knocked Out (down to -10 STUN), the
  character is aware of what is going on around him, but is too
  woozy to take any action or maintain any Power.  The
  character can make a PER Roll to hear something really
  important, but otherwise he cannot interact with the world, is
  unable to move, etc.  If the character has been Knocked Out
  further (below -10 STUN), then he cannot have any contact
  with the outside world — he’s out cold.
  Regardless of how severely the character has been
  Knocked Out, he cannot do anything except recover.  Char-
  acters who are Knocked Out take recoveries until their STUN
  total is greater than zero.  When the STUN total is positive,
  the character wakes up.
  
  HERO System Rulesbook
   161
  The body of an unconscious character puts its entire
  energy reserve into waking up.  Because of this, upon
  waking, the character’s END equals his current STUN total.
  Example: Andarra was Knocked Out by a plant creature
  with a stun rod; she was taken to -4 STUN.  She has a
  REC of 7, so she’ll have 3 STUN at the end of her next
  Phase (when unconscious, the body automatically tries
  to recover, since it can’t do anything else).  Since Andarra
  was Knocked Out, she awakens with the same END total
  as STUN, so she wakes up with only 3 END.
  A character who is both Stunned and Knocked Out by the
  same attack spends the next Phase recovering from being
  Stunned and does not get a Recovery that Phase, even if he
  would have normally.
  A character who is Knocked Out by a lot won’t get to
  Recover every Phase.  Compare the Knocked Out charac-
  ter’s STUN total to the Recovery Time Chart below to find out
  how often the character Recovers.
  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)
  A character can Recover one level better on the table if
  someone is helping by slapping the his face, splashing water
  on the him, or offering similar aid.  Helping someone requires
  a full Phase, and the unconscious character only gets the
  Recovery benefit as long as someone is helping.
  UNCONSCIOUSNESS EFFECT
  STUN Total
  Effect
  -0 to -10
  Character is aware, but cannot af-
  fect surroundings or use Powers
  -11 or more
  Character is out cold
  DEATH
  A character at or below 0 BODY is dying.  The character
  loses 1 BODY each turn (at the end of Segment 12).  Death
  occurs when the character has lost twice his original BODY.
  Example: If a character who normally has 10 BODY
  reaches negative 10 BODY, he is dead.  Characters with
  a lower BODY, say 8, would only have to reach -8 BODY
  to die.  Characters with higher BODY, like 12, would not
  be dead until they reached -12 BODY.
  SAVING A DYING CHARACTER
  This unpleasant fate is not inevitable.  A character can be
  saved from 0 or negative BODY with a successful Paramedic
  Skill Roll, -1 for every negative 2 BODY.  This doesn’t give the
  wounded character back any BODY; it just stabilizes the
  patient’s condition so that the character doesn’t lose any
  more BODY.  The GM should modify this number for circum-
  stances.  With good medical care, good food, rest, and warm
  and dry conditions, the character’s chances are greatly
  improved.  Poor conditions, such as dirt, additional shocks,
  and extreme cold would be a -1 to -3 penalty.
  
  HERO System Rulesbook
  162
  The rules in this section are all optional.  They all take more
  time and effort to use during play, and thus add realism at the
  expense of slowing down the action.  It’s a good idea to avoid
  using these rules if there are a lot of players (more than five
  or six).  If the GM and players are just learning the game, then
  it’s an even better idea to leave these optional rules for later.
  WOUNDING
  This useful option prevents characters from totally ignor-
  ing wounds.  A character who takes BODY damage for any
  reason should try to make an EGO Roll (9 + EGO/5), -1 for
  every 2 BODY done to the character.  Since the roll is always
  rounded in favor of the character, a 1 BODY wound would be
  no minus to the EGO Roll.
  If the character makes the roll, then there’s no effect
  beyond whatever damage is normally done by the injury.  If
  the EGO Roll is failed, the character can’t take any offensive
  action in the next Phase (the character can’t shoot, strike
  back, or use any offensive Combat Maneuver).  The charac-
  ter may still move to cover, dodge, or use any other neutral
  or defensive Combat Maneuver.  This is intended to simulate
  the instinctive response to being wounded (saying “ouch!”,
  clutching the wound, and perhaps ducking back behind a
  wall).
  This rule is more applicable to NPCs than to player
  characters.  Player characters are assumed to be tough.
  Sometimes the NPCs don’t have the drive or motivation that
  the players have.
  OPTIONAL EFFECTS
  OF DAMAGE
  HIT LOCATION
  The Hit Location optional rule can be used to determine
  where a particular weapon or blow hits a character.  There
  are two ways to use Hit Location (if the optional rule is used
  at all).  GMs can just use the table to see where an attack hit
  the target, but this location will have no effect on the amount
  of damage the victim takes.  Thus a blow to the head will do
  the same amount of damage as a blow to the arm, and so
  forth.  This gives combat some extra color, but does not
  actually affect it in the least.  This is the recommended way
  to use Hit Locations in superheroic campaigns.
  For heroic campaigns, the GM might want to use the Hit
  Location table in full — that is, to help determine both the
  location of the attack and how much damage the attack does.
  To use the Hit Location table for Killing attacks, do the
  following: Once an attacker has hit the target, roll 3d6.
  Consult the first and second columns of the Hit Location table
  to find out where the character’s blow struck the target.  Then
  roll the BODY damage done (for Killing Attacks, the total on
  the dice).  Multiply the BODY done by the STUNx instead of
  rolling a STUN multiplier.  The result is the amount of STUN
  the target receives.
  Subtract the target’s resistant PD or ED, whichever is
  appropriate, from the BODY of the attack to determine the
  BODY done.  Then multiply the BODY total by the BODYx to
  find the number of BODY the target receives.
  For normal (nonkilling) attacks, STUN should be rolled as
  usual.  The attacker should then multiply the STUN by the N
  STUN to determine how much STUN is inflicted.  BODY is
  determined as for Killing attacks: subtract relevant defenses
  and then multiply by the BODYx to determine the total.
  HIT LOCATION
  3d6 Roll
  Location
  STUNx
  N STUN
  BODYx
  To Hit
  3-5
  Head
  x5
  x2
  x2
  -8 OCV
  6
  Hands
  x1
  x1/2
  x1/2
  -6 OCV
  7-8
  Arms
  x2
  x1/2
  x1/2
  -5 OCV
  9
  Shoulders
  x3
  x1
  x1
  -5 OCV
  10-11
  Chest
  x3
  x1
  x1
  -3 OCV
  12
  Stomach
  x4
  x1 1/2
  x1
  -7 OCV
  13
  Vitals
  x4
  x1 1/2
  x2
  -8 OCV
  14
  Thighs
  x2
  x1
  x1
  -4 OCV
  15-16
  Legs
  x2
  x1/2
  x1/2
  -6 OCV
  17-18
  Feet
  x1
  x1/2
  x1/2
  -8 OCV
  If necessary, roll 1d6 to determine left or right side (hands, arms, shoulders, thighs, legs, feet).  If you roll a 1, 2, or 3, the
  left side is hit; if you roll a 4, 5, or 6, the right side is hit.
  
  HERO System Rulesbook
   163
  PLACED SHOTS
  Use the To Hit column to determine the OCV modifier for
  trying to hit a particular area.  If a character made an Attack
  Roll even with the OCV modifier, the character hit the area
  listed, doing the BODYx and STUNx listed, plus any of the
  special effects possible.
  Example: Randall Irons wants to shoot Professor Wong
  in the arms.  He will take a -5 on his OCV to hit, including
  any other modifiers for range, concealment, and so on.
  If applicable, the character can even choose the precise
  number that he would have rolled on the hit location dice.
  (This can be important if the defender is has sectional
  defenses.) If the character misses the adjusted Attack Roll,
  then he missed the target altogether.
  Example: Chiron is fighting an armored knight.  Chiron
  aims at the knight’s head, which applies a -8 OCV to
  Chiron’s OCV.  Amazingly, Chiron hits anyway.  He can
  choose whether he hit in “location” 3, 4, or 5.  Since the
  knight has armor covering locations 4 and 5, Chiron
  chooses “location” 3, thereby avoiding the armor.
  Important Note: Whenever the target is not “in combat”
  (he is taken by total surprise), the placed shot modifiers are
  halved.  For instance, shooting at the head becomes a -4
  OCV shot instead of a -8 OCV shot.
  A character may place a weapon against some specific
  portion of a completely immobile body by taking an extra
  Phase.  In such a case, the attacker does not need to make
  an attack roll to hit the target in a specific location.
  SPECIAL HIT LOCATIONS
  Sometimes a character may want to take a placed shot at
  a group of areas on the target, and not just one area.  Or
  perhaps the target is partly concealed, and only certain
  areas of his or her body could be hit.  In such circumstances,
  the attacker should use Special Hit Location tables.  These
  tables list the different circumstances, the OCV modifier of
  the attacker, and the dice roll to consult the main Hit Location
  Table.
  SPECIAL HIT LOCATION
  Circumstances
  OCV
  Dice Roll
  Head Shot (Head-Shoulders)
  -4
  1d6+3
  High Shot (Head-Vitals)
  -2
  2d6+1
  Body Shot (Hands-Legs)
  -1
  2d6+4
  Low Shot* (Shoulders-Feet)
  -2
  2d6+7
  Leg Shot (Vitals-Feet)
  -4
  1d6+12
  * Count 19 as Feet
  Consult the Hit Location table normally.  Use the number
  from the dice roll (indicated in the third column) as the
  number on the first column of the Hit Location Table.
  SECTIONAL DEFENSES
  If the GM is using the Hit Location optional rule, then
  defenses can be sectional — that is, they only protect certain
  Hit Locations.  This can be used to reflect a bullet-proof vest
  (that only protects the chest), or a riot helmet.  If the GM is
  using sectional defenses, characters should keep track of
  the armor that they have for each location (if any).  The
  defense against an attack will be based on that location’s
  armor.
  Example: Andarra has bought a vest of reflective armor
  that provides 5 points of resistant ED against lasers and
  the like.  The vest covers the chest, stomach, and vitals,
  so it protects Locations 10-13 on the table.  Any Energy
  Attack that strikes these locations is applied to the armor;
  the armor has no effect on attacks hitting other Loca-
  tions.
  If the GM would like to use this option in a superheroic
  campaign, he has two options.  First, he can simply use the
  Power Limitation Activation; this can be used to reflect
  defenses that don’t always protect their user.  If the GM
  would like to use the Hit Location rules, then he should use
  the Power Limitation Activation to determine the Limitation
  for the sectional defense.  For example:
  Defense
  Protects
  Activates on
  Locations
  Example
  8-
  12-13
  Short Vest
  9-
  11-13
  Standard Vest
  10-
  5, 10-13
  Cap, Long Vest
  11-
  4-5, 9-13,
  helmet, jacket
  12-
  3-5, 9-14, 16-18
  full coverage helmet,
  long jacket, high
  boots
  14-
  3-5, 7-14, 16-18
  full coverage helmet,
  long jacket with
  sleeves, high boots
  15-
  3-14, 16-18
  full coverage helmet,
  long jacket with
  gauntlets, high boots
  The GM can modify these numbers as he sees fit.  How-
  ever, in superheroic campaigns, the GM should be careful to
  make sure that the character is not getting too much protec-
  tion for his points.
  IMPAIRING
  Whenever the BODY damage done to an area (before or
  after the BODYx) is more than half the character’s total
  BODY, that area is considered impaired.  Consult the follow-
  ing table to determine the effects of impairment on different
  areas.  The impairment effect for head and torso areas
  should occur if the character fails to make a CON Roll (see
  Characteristic Rolls), or at the GM’s discretion.
  These effects are optional, and the GM should use judge-
  ment concerning the nature of the attack that caused the
  wound and the situation.  Sometimes using these effects
  strictly is not the way to have the most fun.  Feel free to alter
  the effects according to specific circumstances.
  Each area is listed, and possible effects of impairment are
  discussed after each listing.
  
  HERO System Rulesbook
  164
  IMPAIRMENT TIME
  1d6
  Time condition lasts
  1
  1 turn
  2
  1 minute
  3
  5 minutes
  4
  1 hour
  5
  5 hours
  6
  1 day
  HEAD: The character may be unconscious at the GM’s
  discretion, and upon waking could suffer from temporary
  amnesia, dizziness, double vision, or impaired speech.  The
  GM could apply a -1 to -3 penalty on the character’s CV,
  Perception, and all Skill Rolls to reflect this.  Roll 1d6 on the
  Impairment Time Chart to see how long this condition lasts.
  The GM may also decide that an NPC who has taken an
  impairing shot to the head is dead, dying, or at the very least
  out of the fight.  This is a good tool for getting unimportant
  ruffians out of the way.  Used wisely, this rule can add to the
  drama of an adventure.  Player characters would almost
  never be killed by an impairing blow to the head.  The GM
  should only do that to a player character in extreme circum-
  stances (for example, if a PC is trying to commit suicide with
  a small dagger).
  HANDS, ARMS, AND SHOULDERS: The character loses
  the ability to perform delicate actions with that hand.  He
  suffers a -3 OCV with any attacks using that arm, and -3 with
  any Skills involving that arm.  Striking someone with that arm
  would cause the character to take 2d6 STUN; no defense.
  CHEST, STOMACH, AND VITALS: The character no longer
  receives his post-Segment 12 Recoveries (see Recovery).
  An impairing shot to the vitals may leave an NPC dead or
  dying, if the GM so decides (as for head wounds).
  THIGHS, LEGS, AND FEET: The character’s movement is
  cut in half, and he is -2 DCV because of this reduced mobility.
  DISABLING
  Whenever the BODY damage done to an area (before or
  after the BODYx) is more than the character’s total BODY,
  that area is considered disabled.  Consult the following list to
  determine the effects of disabling on different areas.
  The disabling effects should occur at the GM’s discretion.
  Generally, unimportant ruffians and NPCs could be consid-
  ered dead for the sake of faster game play.  Player charac-
  ters should be given the benefit of the doubt; after all, they’re
  the important ones.
  If the character makes a CON Roll, the long term effects
  should be less severe, and possibly only temporary in nature
  (roll on the Impairment Time Chart).  A character who fails a
  CON Roll may have to buy back any lost Characteristics,
  movement, or Perception, depending on the GM.  All these
  are bought back at the normal price.
  The GM should apply disabling effects as plot devices.
  The roleplaying possibilities are legion for characters who
  are suddenly blinded, lose an arm, or become paralyzed.
  Remember, though, don’t spoil the players’ fun for the sake
  of rules.  Keep in mind that technology or magic can often fix
  any disability a character has.  Bionics might be used, or a
  new body part regrown, depending on the campaign.
  Each area is listed below with the possible effects of
  Disabling.
  HEAD: The character will probably suffer a long term effect
  such as amnesia, impaired speech, some partial paralysis,
  hearing loss, or impaired vision.  The GM may decide to
  reduce some characteristics such as INT, EGO, or COM to
  reflect this.  Roll 1d6 on the Head Disabling Table to
  determine the type of damage.  This could be a useful plot
  twist.  Perhaps the character forgets which side he was
  working on!
  HEAD DISABLING
  1d6
  Effect
  1
  Lose 1d6 EGO
  2
  Lose 1d6 INT (amnesia, impaired speech)
  3
  Lose 1d6 COM
  4
  -1/2d6 to Perception Rolls (hearing or   vi-
  sion loss)
  5
  -1/2d6 to all Skill Rolls
  6
  Limb paralyzed (see next listing)
  HANDS, ARMS, AND SHOULDERS: The character may
  have decreased STR or DEX in that limb (-1d6 of STR or
  DEX to that limb only).  The arm may be totally severed
  depending upon the nature of the attack and the GM’s
  judgement.  If the limb is ruled to be still attached, the
  character may try to make a CON Roll.  If the character fails
  the roll, the arm is permanently impaired, with the same
  effects as Impairment.  A character who makes a CON Roll
  can retrain the arm to normal by taking several months of
  therapy, and possibly paying character points.
  CHEST, STOMACH, AND VITALS: Long term effects could
  be loss of various Characteristics.  Roll on the Chest Dis-
  abling Table.
  CHEST DISABLING
  1d6
  Effect
  1
  Lose 1d6 STR
  2
  Lose 1d6 CON
  3
  Lose 1/2d6 BODY
  4
  Lose 1/2d6 REC
  5
  Lose 2d6 END
  6
  Lose 1d6 STUN
  THIGHS, LEGS, AND FEET: The character may have
  decreased movement and/or a distinctive limp.  The limb
  may be totally severed depending on the nature of the attack
  and the GM’s judgement.  If the limb is ruled to be still
  attached, the character may try to make a CON Roll.  If the
  character fails the roll, the limb will be permanently impaired,
  with the same effects as Impairment.  A character who
  makes a CON Roll can retrain the arm to normal by taking
  several months of therapy, and possibly paying character
  points.
  
  HERO System Rulesbook
   165
  may be recovered normally (see Recovery).  Whenever the
  character rolls a six on any of the dice, he will lose an
  additional 1 BODY.  This may push the character over into a
  higher rate of bleeding.  However, even if several sixes are
  rolled, the maximum BODY lost from bleeding is 1 BODY per
  turn.
  The following table shows the STUN taken each turn by a
  wounded character:
  BLEEDING
  BODY
  No. of
  Stop
  Lost
  Dice/Turn
  Bleeding
  1-5
  1d6
  1
  6-10
  2d6
  2-5
  11-15
  3d6
  3-9
  16-20
  4d6
  4-13
  21-25
  5d6
  5-16
  26 and up
  6d6
  6-20
  Thus, a character who has lost 3 BODY due to a wound
  would lose 1d6 STUN every turn.
  However, there is a chance for the bleeding to stop on its
  own accord.  The character must be unconscious or resting
  — he cannot engage in hand-to-hand combat or make a full
  move in any Phase of that Turn.  If these conditions are met,
  the bleeding will stop if the character rolls the number shown
  in the third column.  This is the total of the dice rolled to
  determine how much STUN damage the character took.
  Characters will still take the indicated STUN damage on the
  Segment the bleeding stops.
  Characters with Paramedic Skill may attempt to stop the
  bleeding.  All characters have Paramedic Skill with an 8 or
  less roll, so anyone may try to stop the bleeding from a
  wound.  Note that appropriate tools (bandages, pressure
  packs, antiseptics) can add up to +3 to the roll, as can taking
  additional time.  Extremely poor conditions or medical tech-
  niques (“bleeding’s good for you”) can warrant a penalty (-1
  to -3).  The bleeding stops if a successful Paramedic roll is
  made as per the rules in the section “Death”.
  Wounds that have stopped bleeding can reopen if the
  character exerts energy.  The GM should check on Segment
  1 if the character exerted STR or made a full move in the
  previous turn.  Roll 9 + (No.  of dice character would bleed),
  minus the amount the Paramedic Roll was made by (if
  indeed a Paramedic Roll was made to stop the bleeding).  If
  that number or less is rolled, the wound reopens.
  Example: Andarra has lost 6 BODY.  She will take 2d6
  of STUN per Turn.  Andarra stops to rest.  On Segment
  1, she rolls the 2d6 of STUN and gets a 2 and a 1, totalling
  3.  Because she did not exert herself, and rolled within the
  numbers listed under the “Stop Bleeding” column, she
  stops bleeding.
  Andarra stops resting and runs toward the villain’s
  spaceship.  To check to see if her wound reopens, she
  rolls 3d6.  She rolls a 13.  Since the chance for her wound
  to reopen was 9+2 = 11, she doesn't start bleeding again.
  Blunt weapons or normal damage are less likely to induce
  bleeding.  Such damage is -1 level on the bleeding table.
  Thus, a character who has taken up to 5 BODY from normal
  damage only will not bleed; 6-10 BODY, 1d6 per Phase, and
  so on.
  KNOCKDOWN
  Weapons, especially big ones, can knock people down.
  This knockdown system works with the Hit Location Table.
  Whenever a character takes an impairing wound (the
  weapon does half the character’s BODY before or after the
  BODYx is calculated), the character must retreat one hex
  and make a DEX Roll.  If the roll is failed, the character falls
  down.  Whenever the character takes a disabling wound (the
  weapon does the defender’s full BODY before or after the
  BODYx is calculated), then the character is automatically
  knocked down, going back one hex for every 2 BODY over
  the character’s BODY total.  A character who is knocked
  down must spend a half-Phase action on his next Phase
  getting to his feet (if the target was in midair, he must spend
  a half Phase regaining his equilibrium).
  Example: Lem, a giant amoeba with a 2d6K blaster,
  does 12 BODY to Zil, who only has 8 BODY.  Zil goes
  flying back two hexes.
  Knockdown is recommended only for use in heroic cam-
  paigns.  Superheroic campaigns should use Knockback
  (see below).
  BLEEDING
  This optional rule means that a character can continue to
  take damage after a blow because of blood loss.  Primarily,
  this rule allows the GM to state that NPCs may bleed to death
  if untended (sometimes useful for plot purposes).  In situ-
  ations where the characters can get immediate medical
  care, there’s no need to use the Bleeding rules.  Generally,
  this rule should be applied when a character gets shot and
  yet wants to keep going.
  Whenever a character loses BODY, he will bleed, there-
  fore losing STUN and occasionally some extra BODY.  The
  table below lists bleeding damage.  The column marked “No.
  of Dice/Turn” is the number of dice of STUN the wounded
  character takes.  Wounded characters should roll the dice on
  Segment 1 of each new turn.  The STUN lost from bleeding
  
  HERO System Rulesbook
  166
  KNOCKBACK
  Such mighty blows are delivered in some types of combat
  that heroes and villains are knocked all over the battlefield.
  To reflect this, characters can do Knockback (KB).  Knock-
  back should usually be used in superheroic campaigns;
  most heroic campaigns should use Knockdown (see above).
  Of course, not all attacks do Knockback.  Knockback
  should be limited to those attacks that do damage by striking
  the target, that is, punches, Energy Blasts, Killing Attacks,
  etc.  Attacks that don’t damage the target through direct force
  do not do Knockback.  This second category includes
  Energy Powers like Drain and Transfer, Flashes, NND and
  AVLD attacks, and Transform.
  DETERMINING KNOCKBACK
  There are two steps in determining Knockback.  First, the
  attacker should roll 2d6 and subtract that total from the
  amount of BODY done by the attack.  If the result is negative,
  no Knockback results, and the defender remains where he
  was standing before the attack.  If the result is 0, the defender
  is knocked down.  A character who is knocked down must
  spend a half-Phase on his action next Phase getting to his
  feet (if he was in midair, he must spend a half Phase
  regaining his equilibrium).  If the result is positive, the target
  is Knocked Back; he’ll end up lying on the ground, and must
  spend a half Phase to get up (or getting out of whatever he
  hit).  The positive total is equal to the distance in inches that
  the target is Knocked Back.
  Under certain situations the number of d6 rolled can be
  modified.  The Knockback Modifiers table lists the different
  situations and the modifier to the 2d6 normally rolled (the
  modifiers are cumulative).
  KNOCKBACK MODIFIERS
  # of dice rolled
  Circumstance
  for Knockback
  Target is in the air
  one less d6
  Target Rolled with the Punch
  one less d6
  Target is underwater
  one more d6
  Attack was a Killing Attack
  one more d6
  Attack was a Martial Attack
  one more d6
  Target has Clinging
  one more d6
  So if the target was flying, only 1d6 would be rolled to
  check for Knockback.  If the target was underwater, 3d6
  would be rolled.  If the attacker used a martial Killing Attack
  on an underwater opponent, the attacker would subtract a
  grand total of 5d6 from his BODY to determine Knockback.
  Shrinking, Density Increase, and Growth will affect the total
  Knockback that a character takes.  The GM can add other
  modifiers as he sees fit.
  Example: Howler flies up and tags Green Dragon with an
  Energy Blast, doing 31 STUN and 9 BODY worth of
  damage.  Rolling 2d6, Howler rolls a 5.  Green Dragon is
  Knocked Back away from Howler 9 - 5 = 4".
  Green Dragon gets up and hits Howler with a Martial
  Kick for 29 STUN and 8 BODY worth of damage.  He rolls
  2d6 -1d6 (because Howler is flying) +1d6 (because it is
  a Martial Attack) = 2d6 and rolls a 10.  Since 8 - 10 =
  -2, Howler isn’t Knocked Back at all.
  KNOCKBACK DAMAGE
  Knockback can also cause damage to the target.  A
  character who is Knocked back into a wall (or other upright
  structure) takes 1d6 normal damage for every 1 inch of
  Knockback taken.  For instance, a character who was
  Knocked back 4 inches into a wall would take 4d6 damage.
  A character Knocked Back into another character will dam-
  age himself and the character he hits; both heroes take 1d6
  damage per 1 inch of Knockback.  To see if a character hits
  a structure, the GM should apply the Knockback in the
  opposite direction from the direction of the attack.
  If a character hits a structure, both he and the structure will
  take damage.  The character takes a maximum of 1d6 per
  Defense and BODY total of the structure.  If the character is
  being Knocked back for more inches than the wall has
  Defense and BODY, the wall shatters, and the character
  continues through the hole.  For every Defense and BODY
  total worth of wall a character is Knocked back through, he
  flies back 1 inch less.  (See Breaking Things).
  Example: Mechanon is Knocked back 11 inches by an
  attack.  Two inches behind Mechanon is a 6 Defense, 2
  BODY wall.  Mechanon flies back 2 inches and blows
  through the wall (because he has been Knocked back
  further than 8").  Mechanon takes 8d6 damage, blows
  through the wall, and flies 11-2-8 = 1 more inch.
  If a Knocked back character does not hit an upright surface
  and impacts into the ground, he takes 1d6 damage for every
  2 inches he was Knocked back.  The character may take less
  damage if he hits something soft, or more damage if he hits
  something with jagged edges.  If he flies into something that
  is particularly sharp, the GM can convert the damage to a
  Killing Attack of an equal Damage Class.
  A character with Breakfall skill may attempt to avoid taking
  damage from Knockback.  A conscious character may
  attempt an Breakfall Roll, -1 per 2" of Knockback; if the roll
  is successful the character may land on the ground and take
  no damage.  The character who makes the roll will also land
  on his feet, and will not have to waste a half-Phase action to
  re-orient himself.  Breakfall doesn’t help a character who will
  impact into a wall, however.
  An attacker can, if he chooses, knock an opponent down-
  ward into the earth.   This can usually only be performed in
  hand-to-hand combat, but could also be performed at range
  by attackers who were able to get above their opponent.   To
  use this option, the attacker must declare his intention before
  he attacks.   He then attacks and rolls Knockback normally.
  If he rolls any Knockback, the character is knocked prone in
  his hex.  In addition, the character takes 1d6 damage for
  every 2 inches of Knockback rolled (just as if the target had
  been Knocked back).  A character who has been Knocked
  downward can use Breakfall to stay on his feet and avoid
  damage.
  Knockback is reduced by 1 inch for every 2x human mass
  (100 kg) the target masses, and increased by +1 to the
  BODY for the purpose of calculating Knockback for every
  x1/2 human mass (100 kg).  These and other modifiers don’t
  affect the damage done by the Knockback, just the distance
  (although this might change the likelihood of the character
  hitting a structure).  If a character who massed 800 kg was
  Knocked back 10" by an attack, he’d only go back 7"; but if
  he hit a wall at that point, he’d take 10d6 of damage.
  
  HERO System Rulesbook
   167
  reduces the Knockback by 1".  This requires a reasonably
  stable ground surface in order for the character to “dig in”.
  The character only has to pay END for STR once in a Phase;
  he could resist Knockback and punch an opponent without
  paying twice.  This is a half Phase action, and the character’s
  becomes 1/2 DCV.
  If the Knockback exceeds the resistance of a character
  who is trying to resist Knockback, he takes full Knockback,
  just as if he had done nothing.
  A character with Flight may declare that part of his Flight
  is being used to root himself to a single spot.  For every 1 inch
  of Flight expended to stabilize the hero, he takes 1 less inch
  of Knockback.  The character must declare this before he is
  hit, and must declare which direction he is bracing against.
  If he’s hit from an unexpected direction, he takes normal
  Knockback.  Resisting Knockback requires a half Phase
  action.
  A nonflyer can say that he’s using his STR to prevent
  Knockback from a given direction.  Each 5 points of STR
  RECOVERY
  During a battle, a character may temporarily lose both
  STUN and END.  To reflect the body’s recuperative capacity,
  each character has a Recovery (REC) Characteristic.  After
  Segment 12 each turn, all characters get to Recover.  This
  Segment 12 Recovery is free, and places no requirements
  on the character.  When a character Recovers, add his or her
  REC to current STUN and END totals.
  Example: At the end of Segment 12 Chiron has 4 END
  and 13 STUN left.  Chiron has a REC of 5, so after he
  recovers he ends up with 13 + 5 = 18 STUN.  Chiron also
  recovers 5 END, and now has 4 + 5 = 9 END pips.  At the
  end of the turn, Chiron has 18 STUN and 9 END.
  A character may also Recover during any of his or her
  action Phases.  A character who takes a Recovery during an
  action Phases may do nothing else.  The character may do
  nothing that costs END while Recovering, and has 1/2 DCV.
  However, a character cannot hold his action and then
  Recover.  It is also impossible to abort to a Recovery.
  The character may be hit while taking a Recovery.  If any
  STUN or BODY gets past the character’s defenses, the
  character does not get to Recover (he does not get back
  END or STUN).  A character who Recovers during Segment
  12 also gets the post Segment 12 Recovery.
  HOLDING BREATH AND DROWNING
  A character holding his or her breath does not get to
  recover, even after Segment 12.  The character also ex-
  pends a minimum of 1 END per Phase.  A character may
  lower his or her SPD to 2, and only act as SPD 2, thus
  reducing the amount of END used.  The player may only
  declare the SPD change at the end of Segment 12.
  A character who runs out of Endurance while not breathing
  expends STUN as END (see Endurance).  A character who
  runs out of STUN then loses BODY, drowning at -1 BODY/
  Phase.
  All characters drown at a minimum SPD of 2; so even a 1
  SPD character must expend 2 END per turn.  (Low SPD
  individuals think more slowly, but they still have to breathe!)
  RECOVERING BODY
  Generally, a character will recover a number of BODY in
  one month equal to his or her REC characteristic.  The GM
  can proportion this BODY over the course of the month.  For
  instance, Chiron of the preceding example could recover 5
  BODY in a month, or approximately 1 BODY every 6 days.
  This rate of healing assumes that the character is taking it
  easy.
  If the character is running around, fighting, traveling, and
  so forth, the healing rate is halved.  If the conditions are very
  poor, unsanitary, overly cold or hot (in jail, perhaps), then the
  healing rate is also halved.  Hospital care can halve the time
  needed to heal.  Impairing or disabling wounds can mean
  double the normal healing time, at the GM’s discretion.
  Of course, modern (or even more advanced) medicine
  may greatly speed up the character’s healing rate.  If the
  campaign is high-tech, then the GM may want to adjust the
  healing rate for characters receiving medical attention.
  
  HERO System Rulesbook
  168
  ENDURANCE
  Action requires some energy, and this is reflected in the
  game by requiring characters to use Endurance (END) to
  perform physical feats.  The general rule is that 10 Character
  Points of an action cost 1 END each Phase to use.  Of course,
  if a Power comes from the character (it is not self-powered),
  then the character must pay END for that as well.  Thus, a
  character using a 2d6 Energy Blast would use 1 END.  A
  character does not have to use full STR.  Some actions don’t
  have a STR listed; in such cases, a character will spend 1
  END.  This includes such maneuvers as Block, Dodge, or
  firing a weapon.  Characters also expend END for movement
  (see Movement), at the rate of 1 END per 5" traveled.
  END that has been expended is partially regained when-
  ever a character gets to Recover (see Recovery).  A charac-
  ter who runs out of END and still wishes to take action may
  use STUN as END.  The character takes 1d6 STUN damage
  for every 2 END used, and no defense is allowed against this
  damage.  Yes, characters can knock themselves out using
  this rule.  Isn’t it wonderful to be heroic?
  ENDURANCE IN
  SUPERHEROIC CAMPAIGNS
  Using 10 Active Points costs 1 END per Phase.
  In superheroic campaigns, many characters will be paying
  END just to maintain their Powers, so END will be very
  important.  Superheroes tend to have mighty powers that
  use up huge quantities of Endurance, and rationing their
  power is an important consideration in a long battle.
  ENDURANCE IN HEROIC CAMPAIGNS
  Using 5 Points of STR costs 1 END per Phase.
  Using 10 Active Points costs 1 END per Phase.
  The importance of END varies greatly from campaign to
  campaign.  In most modern and science-fiction, heroic
  campaigns, the characters will be using weapons and de-
  vices that are self-powered, and thus the characters will
  rarely run out of END.  In sword and sorcery fantasy, the
  character will likely engage in more hand-to-hand combat,
  so END will be more important.  In heroic campaigns, the
  END cost should be 1 END for every 5 points of STR.  This
  simulates the use of hand weapons and hand-to-hand com-
  bat better.  Magic should cost 1 END per 10 Active Points, to
  give wizards a chance to throw more than one or two spells
  before they are exhausted.
  GMs should feel free to adjust, or even ignore, END costs.
  The GM should never require the characters to keep track of
  END unless it will be important.
  OPTIONAL LONG TERM
  ENDURANCE LOSS
  This optional rule involves the use of Endurance over long
  time periods, and reflects the fact that characters will be-
  come more and more fatigued if forced to continuously exert
  END.  The rule is complicated, and should only be used when
  the GM feels that it will enhance the adventure.  This rule is
  particularly useful to keep magic users from casting spells
  too frequently.
  To use calculate Long Term END (LTE) Loss, the charac-
  ter should compare the amount of END used in a Turn to the
  character’s REC.  If the END used in a turn is less than half
  the character’s REC, then the character loses no Long Term
  END.  If the character uses greater than half his REC, then
  he begins losing Long Term END.
  
  HERO System Rulesbook
   169
  PUSHING
  Occasionally a character may need to exceed the normal
  limits of his abilities to perform a heroic action.  This is called
  Pushing.
  PUSHING IN HEROIC CAMPAIGNS
  A character in a heroic campaign may push his STR up to
  5 points with a successful EGO Roll.  Also, the character may
  Push 1 point more than 5 for every 1 point the EGO roll is
  made by.  The character expends 1 extra END for every 1
  point the STR is pushed in additional to the normal END
  expenditure.
  The GM may provide a bonus or a minus to the character’s
  EGO Roll, depending on how important the Push is.  If
  Andarra is trying to pull a lever that will save the planet Theris
  from being devoured by the giant amoeba, the GM should
  give her a bonus to her EGO roll.  However, casual use of
  Pushing should be discouraged by applying a minus to the
  character’s EGO Roll.
  The player must declare that the character is Pushing
  before attempting to make an Attack Roll, not after.  If the
  Attack Roll is missed, the character must still expend the
  END.
  PUSHING IN
  SUPERHEROIC CAMPAIGNS
  Pushing in superheroic campaigns is a much more com-
  mon occurrence.  A character can Push the limits of his
  Power by up to 10 Character Points, using 1 extra END for
  every 1 Power Point he Pushes his Power.  There is no EGO
  Roll required.
  Example: Jaguar is trying to stop a wall from falling down
  on a helpless old lady.  The GM determines that his STR
  of 30 is not strong enough to hold up the wall.  Jaguar
  Pushes his STR 10 Character Points up to 40 STR.  The
  GM says that a 40 STR will allow Jaguar to hold up the
  wall long enough to allow the lady to escape.  The END
  cost for this heroic feat was 3 for a 30 STR and 10 for
  Pushing the STR to 40 for a total of 3 + 10 = 13 END.
  Only Powers (and STR) which normally cost END can be
  Pushed.  The GM can allow greater Pushes than 10 Charac-
  ter Points in unusual circumstances, such as saving the
  universe.
  LONG TERM ENDURANCE
  (END in turn)/REC
  END lost to Long Term
  1/2
  1 per 5 Minutes
  1
  1 per Minute
  2
  1 per Turn
  3
  2 per Turn
  4
  4 per Turn
  5
  8 per Turn
  A character does not recover Long Term END losses with
  normal recoveries.  However, with resting, a character can
  slowly recover the END.  A character will recover his REC in
  Long Term Endurance every five hours of rest; if the charac-
  ter is not resting, then he only gets back his REC in Long
  Term END once per day.  The GM can proportion this over
  the course of the day if he wants.
  Example: Pulsar is trying to use his Energy Blast to blow
  his way out of his Prison Cell.  Since this is going to take
  a long time, the GM decides to use the LTE rules.
  Pulsar’s Energy Blast is 12d6, so it costs 6 END to use.
  Pulsar has a 5 SPD, so he uses 30 END per turn,
  assuming that he doesn’t use any other Powers.  30 is 3x
  Pulsar’s 9 REC, so Pulsar loses 2 LTE each Turn.  He will
  be able to recover 10 Long Term END per day, or
  approximately 1 every 2 hours, assuming he stays ac-
  tive.  If he rests, he can recover 10 LTE every 5 hours, or
  2 LTE per hour.
  
  HERO System Rulesbook
  170
  PRESENCE ATTACKS
  Powerful individuals are impressive.  Some can be so
  overwhelming as to cause others to stop and listen, or even
  obey commands.  A Presence Attack is an attempt to
  influence the targets, and can have very useful effects.
  Presence Attacks affect all people that can hear (or
  sometimes just see, depending on the Presence Attack) the
  character performing the attack.  However, the Presence
  Attack is reduced one level of effect for those the attack isn’t
  directed against.  If one member of a group of player
  characters performs a Presence Attack on some villains, the
  other PCs are not as affected as the villains.
  To perform a Presence Attack, a character rolls 1d6 for
  every 5 points of PRE he has.  The total of the Presence
  Attack is compared to the defender’s PRE or EGO (which-
  ever is higher), and is then checked according to the Pres-
  ence Attack table.
  PRESENCE ATTACK
  Presence
  Attack is
  Effect of Attack
  Target’s
  Target is impressed; will
  (PRE or EGO)
  hesitate enough so that the
  attacker may act before the
  target this Phase.
  Target’s
  Target is very impressed; will
  (PRE or EGO) + 10
  hesitate as above, and only
  performs a half Phase during
  the next Phase.  The target will
  consider very deeply what the
  attacker says.
  Target’s
  Target is awed; will hesitate for
  (PRE or EGO) + 20
  1 full Phase.  Target has 1/2
  DCV, and will possibly do as
  the attacker commands.  If
  target is friendly, he is inspired
  and will follow character into
  danger.
  Target’s
  Target is cowed; and may
  (PRE or EGO) + 30
  surrender, run away, or faint.
  Target has DCV 0, and will
  nearly always follow com-
  mands.  If target is friendly, he
  is inflamed, and will follow
  character into any danger.
  GMs should modify this roll heavily, according to the exact
  circumstances.  The Presence Attack Modifiers table lists
  some modifiers the GM can apply.
  PRESENCE ATTACK MODIFIERS
  Modifier
  Situation
  -1d6
  Inappropriate setting
  -2d6
  Very inappropriate setting
  -1d6
  In combat
  -1d6
  At a disadvantage
  -1d6
  Reputation weak
  -1d6 to -3d6
  PRE Attack runs against existing moods
  +1d6
  Reputation strong
  +1d6
  Surprise
  +1d6
  Exhibiting a Power or superior technology
  +1d6
  Violent Action
  +2d6
  Extremely violent action
  +3d6
  Incredibly violent action
  +1d6
  Good soliloquy
  +2d6
  Excellent soliloquy
  +3d6
  Incredible soliloquy
  +1d6
  Appropriate setting
  +2d6
  Very appropriate setting
  +2d6
  Targets in partial retreat
  +4d6
  Targets in full retreat
  In addition, characters should receive a 1d6 bonus if they
  make a roll for an appropriate PRE based skill (Bureau-
  cratics, High Society, Streetwise, etc.).
  Example: Arkelos the mage, surrounded by 4 giant
  trolls, shouts “Surrender or die!” and shatters a tree with
  an Energy Blast spell.  Arkelos has a PRE of 15 (15/5 =
  3d6).  He is exhibiting a violent action (+1d6), but is at a
  combat disadvantage with 4 opponents (-1d6).  Arkelos
  has a previous reputation of being a powerful sorcerer
  (+1d6).  He gets a total of 3 + 1 - 1 + 1 = 4d6 for a Presence
  attack.  Arkelos rolls, and gets a total of 17.  The trolls all
  have PRE of 15.  Arkelos’ PRE Attack equals their base
  PRE, so the trolls hesitate and Arkelos can act first.
  
  HERO System Rulesbook
   171
  Presence Attacks can represent emotions other than fear.
  A character could use a PRE Attack to command respect,
  impress an onlooker, or get a crowd’s attention.  A character
  could also use a PRE Attack to inspire friendly listeners,
  thereby improving their morale.
  Example: Howler and her thugs are losing a firefight to
  some UNTIL agents.  Her demoralized thugs are about
  to run.  Howler, not wanting to face the agents alone,
  attempts to improve her thugs’ morale.
  “Don’t worry, we can beat them” Howler says.  She
  turns on one of the UNTIL agents and screams, knocking
  him through a window and into the street.
  This is a combat situation (-1d6), and one of the thugs
  has been hurt (-1d6).  However, Howler has a strong
  reputation with being able to deal with agents (+1d6) and
  she did exhibit her powers (+1d6) in a violent manner
  (+1d6).  Howler, with her 18 presence, adds a total of 1d6
  to her natural 3 1/2d6 to achieve a 4 1/2d6 Presence attack.
  Howler rolls a 21.  As this number is equal to the Thugs’
  PRE +10, they are inspired and return to the fight.
  Presence Attacks shouldn’t be overused by the players or
  the GM.  Repeated Presence Attacks against the same
  targets is less effective.  Each time a character repeats a
  Presence Attack, he gets -1d6 of effect (-1d6 on the second
  attack, -2d6 on the third attack, etc.)
  
  HERO System Rulesbook
  172
  In certain situations, it may not be clear whether or not a
  character can perform a given action.  For example, Andarra
  is falling out of a building and tries to grab for a passing ledge.
  Will she make it? The GM asks the character to make a DEX
  Roll.  Generally, Characteristic Rolls are equal to 9 plus the
  Characteristic divided by 5.  The roll is made on 3d6.
  Characteristic Rolls = 9 + (Characteristic/5)
  A DEX Roll would be, therefore, 9 + (Dexterity/5) or less.
  For example, Chiron with a DEX of 20 would have a base
  DEX Roll of 9 + 20/5 = 13.  He would be successful if he rolled
  a total of 13 or less on 3d6.
  Characteristic Rolls should not be required too often; they
  tend to slow the pace of play.  Be careful that the character-
  istic rolls do not rob the player of control over his character.
  DEX ROLLS
  These are used when an individual is trying to perform a
  major feat of physical agility.  DEX Rolls can also be used
  when a character is attempting a feat that requires a very fine
  touch and a steady hand.  DEX Rolls can be affected by
  Encumbrance, if this rule is being used.
  CON ROLLS
  A character should make a CON Roll whenever he has to
  make a feat of physical hardiness (mental hardiness would
  require an EGO Roll).  The GM could require the character
  to make a CON Roll to resist disease, poison, and so forth.
  INT ROLLS
  These are used when the character tries to use knowledge
  not specifically represented by a skill, or when attempting to
  remember something.  INT Rolls can also be used to see if
  a character is able to figure something out that the player
  cannot.  This can be particularly important if the character is
  substantially smarter than the player.
  EGO ROLLS
  These might be made when a character has a test of will.
  An individual may have to make an EGO Roll to keep going
  against the odds, to resist temptation, or to overcome a
  CHARACTERISTIC
  ROLLS
  THE STRENGTH TABLE
  The Strength characteristic determines how much the
  character can lift (in kilograms, in the table below), damage
  done in Hand-to-Hand combat, and how far the character
  can jump (the table below is in meters and presumes a
  running broad jump).  The last column in the table gives
  examples of items for the weights listed.  For example, if
  Tessa has a Strength of 10, she may under most circum-
  stances pick up a human.
  A character has a Casual STR equal to one half his normal
  STR.  This is the STR that the character can exert without
  conscious effort or wasting an action; he can use this to
  barge through crowds, lift objects, etc.  Using casual STR
  takes no time, and allows strong characters to ignore the
  effects of small entangles, weak Grabs, etc.  The character
  must still pay END for the STR used, although he need only
  pay for END once each Phase.
  Example: Ogre is walking through a subway station
  when a normal policeman Grabs him.  Ogre has a STR
  of 60, so his Casual STR is 30; the policeman has a STR
  of 15.  Ogre immediately gets to try to break out of the
  Grab, using his Casual STR.  He rolls 6 BODY to the
  policeman’s 3, and thus breaks the Grab without break-
  ing stride.
  A human-sized character needs at least a Strength of 0 to
  stand up and walk around.  Characters may exceed their
  Strength scores to perform remarkable deeds by “pushing”
  their Strength.
  JUMPING
  The leaping distances in the STR Table above are based
  on the running broad jump.  A character takes a step or two
  and leaps.  This leap can either be a full move or a half move.
  In heroic campaigns, fast-moving characters may leap fur-
  ther: For every +1" of Running skill a character has, add +1
  meter (1/2 inch in game terms) to the jump distance.  A
  character who has the Power Superleap can also jump
  further.  A character who cannot get a running start (and
  therefore has to take a standing jump) leaps only half the
  listed distance, and running bonuses don’t count.  A charac-
  ter may leap straight upward 1/4 of the distance he may jump
  forward.  Remember that the game scale is one hex equals
  2 meters, so a character who can jump 2 hexes will actually
  be jumping 4 meters.
  As an optional rule, GMs can base the total Jumping
  distance on the character’s mass — after all, a heavier
  character has more mass to lift when he jumps.  To deter-
  mine jumping distance, the GM should move down 5 STR on
  the table for every x1/2 mass of the jumping character.
  Heavier characters should move up 5 STR on the table for
  every 2x mass.  This rule, if used, will mean that characters
  with Growth or Density Increase will not intrinsically be able
  to jump any further than characters without these Powers.  It
  will also mean that characters with Shrinking will be able to
  leap further (+3" for every +2 DCV of Shrinking), unless they
  buy back their STR..
  
  HERO System Rulesbook
   173
  STRENGTH TABLE
  Lift
  Jump
  Strength
  (kg)
  Damage
  (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
  —
  —
  Rifle
  -10
  6.4
  —
  —
  -8
  8.0
  —
  —
  Shotput
  -5
  12.5
  —
  —
  -3
  16.0
  —
  —
  0
  25.0
  —
  —
  Full Suitcase
  3
  37.0
  1/2d6
  1/2
  5
  50.0
  1d6
  1
  8
  75.0
  1 1/2d6
  1 1/2
  10
  100.0
  2d6
  2
  Man
  13
  150.0
  2 1/2d6
  2 1/2
  15
  200.0
  3d6
  3
  2 Men
  18
  300.0
  3 1/2d6
  3 1/2
  20
  400.0
  4d6
  4
  Motorcycle
  23
  600.0
  4 1/2d6
  4 1/2
  25
  800.0
  5d6
  5
  28
  1200.0
  5 1/2d6
  5 1/2
  30
  1600.0
  6d6
  6"
  Small car
  35
  3200.0
  7d6
  7"
  Truck
  40
  6400.0
  8d6
  8"
  45
  12.5 ton
  9d6
  9"
  Jet Fighter
  50
  25 ton
  10d6
  10"
  55
  50 ton
  11d6
  11"
  Tank
  60
  100 ton
  12d6
  12"
  65
  200 ton
  13d6
  13"
  Large Plane
  70
  400 ton
  14d6
  14"
  75
  800 ton
  15d6
  15"
  Trawler
  80
  1.6 kton
  16d6
  16"
  85
  3.2 kton
  17d6
  17"
  90
  6.4 kton
  18d6
  18"
  Destroyer
  95
  12.5 kton
  19d6
  19"
  100
  25 kton
  20d6
  20"
  Cruiser
  Jump: Running broad jump distance in hexes.
  Lift: Lift capacity in kilograms.  This assumes solid ground.
  Damage: Normal damage in hand to hand combat.
  Note:  1Kg = 2.2 pounds
  Example: A small puppy isn’t very strong; by the table it
  only has a STR of -15.  This would normally mean that it
  can’t jump.  However, the puppy only weighs 6.25 kg.
  Since this is 1/16 human mass, the puppy gets a +20
  STR for determining Jump distance.  The puppy can
  jump one hex with a running start.
  Now it’s Leadboy’s turn.  Leadboy has a 60 STR, but
  all the STR (above 10) is because of Density Increase.
  Leadboy weighs 25 tons.  He can only jump 2 hexes with
  a running start.
  
  HERO System Rulesbook
  174
  THROWING THINGS
  AROUND
  Characters are forever throwing things.  Fantasy charac-
  ters throw beer mugs in a barroom brawl just as superheroes
  throw cars up and down a street.  When they’re not throwing
  grenades and rocks at each other, they will be throwing each
  other off cliffs or tossing car keys across a yawning chasm.
  Frequently, an improvised thrown weapon will be the only
  way a character can attack an opponent at range.
  To determine how far a character can throw something,
  the GM should consider three factors: how strong the char-
  acter is; how heavy the object is; and how the character
  throws the object.
  Find the character’s Strength (STR), compare this to the
  STR necessary for the character to pick up the object.
  Subtract the latter from the former; the result is used with the
  Throwing Table.
  The Extra Strength the character has (the amount the
  character’s STR exceeds the STR needed to pick up the
  object) determines how far the character can throw the
  object (see the Throwing Table on this page).
  Example: Sgt. Barnes, with STR 15, throws a grenade.
  (a balanced, but not aerodynamic, object) The grenade
  requires a STR of -25 to pick it up.  Therefore, Barnes has
  40 STR more than he needs to pick up the grenade.
  Consulting the table above, he finds out that if he per-
  forms a running throw (i.e., he runs half his movement
  score and then lobs the device) he can toss the grenade
  32", or 56 meters.  If he is merely standing and throwing
  it, he can lob it 16", or 32 meters.  If he’s lying on his
  stomach, he obviously can’t throw at optimum perform-
  ance, and so can only heave the thing 8", or 16 meters.
  HOW AN OBJECT’S SHAPE AFFECTS THE
  RANGE MODIFIER
  The shape of an object affects the range modifier for
  throwing it.  If the object is both balanced and aerodynamic
  (such as a boomerang or spear), it takes normal penalties for
  range.  Items that are merely balanced or aerodynamic, but
  not both (balanced: tomahawks, rocks; aerodynamic: paper
  planes, jetpacks) suffer a -2" modifier.  The penalties only
  apply at range; a character can still use the device in Hand-
  to-hand with no penalty Thus, at range two to four inches,
  there is a -2 penalty; at 4 to 8" the character takes a -4; at
  range 8 to 16", -6, and so on.  Items that are both singularly
  unbalanced and unaerodynamic (such as struggling ducks,
  bales of hay, tentacled horrors from the planet Indus, etc.)
  receive a -4.  The GM is the final arbiter of whether a
  particular object is balanced or aerodynamic.
  RANGE MODIFIER FOR THROWN OBJECTS
  Object is:
  Range Modifier
  Balanced and aerodynamic
  normal
  Balanced only
  -2
  Aerodynamic only
  -2
  Neither balanced nor aerodynamic
  -4
  THROWING TABLE
  Extra
  Running
  Standing
  Prone
  Strength
  Throw
  Throw
  Throw
  0
  0"
  0"
  0"
  3
  2"
  1"
  1/2"
  5
  4"
  2"
  1"
  8
  6"
  3"
  1 1/2"
  10
  8"
  4"
  2"
  13
  10"
  5"
  2 1/2"
  15
  12"
  6"
  3"
  18
  14"
  7"
  3 1/2"
  20
  16"
  8"
  4"
  23
  18"
  9"
  4 1/2"
  25
  20"
  10"
  5"
  28
  22"
  11"
  5 1/2"
  30
  24"
  12"
  6"
  35
  28"
  14"
  7"
  40
  32"
  16"
  8"
  45
  36"
  18"
  9"
  50
  40"
  20"
  10"
  55
  44"
  22"
  11"
  60
  48"
  24"
  12"
  65
  52"
  26"
  13"
  70
  56"
  28"
  14"
  75
  60"
  30"
  15"
  80
  64"
  32"
  16"
  85
  68"
  34"
  17"
  90
  72"
  36"
  18"
  95
  76"
  38"
  19"
  100
  80"
  40"
  20"
  
  HERO System Rulesbook
   175
  The environment is often a source of danger for daring
  characters.  The perils of falling are discussed in this section
  in some detail.  How characters affect the environment is
  also detailed here.  It’s not possible to cover all the objects
  and circumstances that could occur in a campaign.  The GM
  should compare the situation to the tables provided.
  FALLING
  Occasionally a character may suffer the misfortune of
  falling from a great height.  Falling itself does no damage
  whatsoever to a character, but hitting the ground can be
  extremely painful.
  Falling objects have a velocity down and move every
  Segment, at the DEX that they started to fall.  The object falls
  its velocity in inches each Segment.  On planets with a
  gravity near Earth’s, an object’s velocity increases by +5"
  each Segment due to the acceleration of gravity.  The object
  accelerates, and then moves.  Hence, when an object begins
  to fall, it starts with a velocity of 5".
  FALLING TABLE
  Segments
  Total
  since fall
  Current
  Distance
  began
  Velocity
  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"
  9
  30"
  195"
  10
  30"
  225"
  11
  30"
  255"
  12
  30"
  285"
  etc.
  SHORT FALLS
  A character who falls 10" or less takes 1d6 damage per 1"
  fallen.  For example, a character falling off a 4 story building
  8" high would take 8d6 normal physical damage.
  THE ENVIRONMENT
  LONG FALLS
  Characters who fall 10" or more take 1d6 normal physical
  damage for every 1"/Segment of velocity they have at the
  time they strike the ground.  The speed is shown in the Falling
  table.  For example, a character hitting the ground at a
  velocity of 25" takes 25d6 of damage.
  The damage taken by a fall may be considered killing
  damage if the character falls on jagged stones or similar
  broken ground.  The damage would then be 1d6 of killing
  attack for every 3" of velocity.  Conversely, falling into softer
  surfaces such as tree branches or snowbanks could de-
  crease the damage done to the character by several or many
  dice.
  GMs who are using the Hit Location optional rule could use
  the Hit Location Table to find out what part of the character’s
  body strikes the ground first, and give the majority of the
  damage to that body part.
  
  HERO System Rulesbook
  176
  This horrible fate need not be inevitable.  A character with
  Breakfall can use this Skill to reduce or eliminate the damage
  (see Breakfall).  A falling character can also try to lower his
  falling velocity by grabbing or falling through something.  If a
  falling character grabs something he subtracts from his
  falling velocity a number of inches equal to the total DEF and
  BODY in the object he grabbed.  The object breaks if it takes
  all of its BODY.  A normal flagpole has DEF 4, 2 BODY, while
  a standard awning has DEF 3, 1 BODY.  A character may
  have to make an Acrobatics Skill Roll to swing on difficult or
  inaccessible objects.
  Example: Voyager is falling from an airplane when he
  spies a flagpole.  He tell the GM that he would like to use
  it to break his fall.  Voyager makes an Acrobatics Roll,
  and catches the flagpole.  The flagpole snaps (after
  taking 6 BODY), but slows Voyagers descent by 6".  He
  slams into the ground taking 24d6.  Ouch.
  One way to attempt to save a falling character is to catch
  him.  The character who is attempting the catch subtracts
  1d6 from the damage taken for every 5 points of STR he has.
  Both the falling character and the character catching him
  take the amount of dice left.
  As an optional rule, GMs can allow conscious characters
  to use their STR or Superleap to reduce the damage they
  take from a fall.  The character must Hold an Action, and then
  leap “upwards” at the same time that he hits the ground (this
  simulates a character absorbing the damage when he
  lands).  For every 1" of vertical leap the character can
  subtract 1" of velocity.  A character that can leap 120" (30"
  Vertically) thus takes no damage from a landing that he can
  prepare for.
  FALLING ON OTHER PLANETS
  If a planet has a different gravity than earth’s, the falling
  speed will be higher or lower proportionally.  Similarly, the
  maximum falling velocity is affected by the density of the
  planet’s atmosphere.  Since few characters survive a long
  fall in any case, GMs should set the value that seems to fit the
  situation.
  Example: While skulking about Alpha Talos VII, Andarra
  is pushed off a kilometer-high atmosphere reprocessing
  center.  Since the planet has an extremely high gravity,
  the GM decides that Andarra will accelerate downwards
  at 6" per Segment.  Moreover, since the atmosphere is
  very thin, the GM declares that Andarra’s maximum
  velocity will be 40" per Segment (which would inflict 40d6
  if Andarra hit the ground).  Andarra earnestly hopes she
  remembered to recharge the battery on her jet pack.
  BREAKING THINGS
  Many fights inevitably involve property damage.  What
  would a barroom brawl be without smashed chairs? The
  following section describes how to determine when things
  are broken.
  Each object has a Defense value and a Body total.  The
  object’s DEF works like a character’s PD and ED.  When an
  attack is made against the object, the Defense value is
  subtracted from the BODY done (regardless of whether the
  attack was physical or energy).  This DEF is considered to be
  resistant, except in special cases.  If the remainder is 0 or
  less, no damage is done to the object; any amount left is
  subtracted from the Body total.
  Only the BODY done matters in breaking an object;
  objects don’t have STUN, so attackers can ignore it.
  OBJECT BODY TABLE
  Living or
  Mass
  vehicle
  Unliving Complex
  200g
  1
  0
  0
  400g
  2
  0
  0
  800g
  (grenade)
  3
  0
  0
  1.6kg
  4
  1
  0
  3.2kg
  5
  2
  0
  6.4kg
  (shotput)
  6
  3
  1
  12.5kg
  7
  4
  2
  25kg
  (TV Set)
  8
  5
  3
  50kg
  9
  6
  4
  100kg (man)
  10
  7
  5
  200kg (piano)
  11
  8
  6
  400kg (sail boat)
  12
  9
  7
  800kg (small trailer)
  13
  10
  8
  1.6t
  (van)
  14
  11
  9
  3.2t
  (garbage truck)
  15
  12
  10
  6.4t
  (small jet)
  16
  13
  11
  12.5t
  (subway car)
  17
  14
  12
  25t
  (small rocket)
  18
  15
  13
  50t
  (tank)
  19
  16
  14
  100t
  (space shuttle)
  20
  17
  15
  200t
  (Cargo plane: C-5A) 21
  18
  16
  400t
  (trawler)
  22
  19
  17
  800t
  (drilling rig)
  23
  20
  18
  1.6kt
  (small bridge)
  24
  21
  19
  3.2kt
  (destroyer)
  25
  22
  20
  6.4kt
  (large Submarine)
  26
  23
  21
  12.5kt (freighter: unloaded) 27
  24
  22
  25kt
  (freighter: loaded)
  28
  25
  23
  50kt
  (battleship)
  29
  26
  24
  100kt
  (large bridge)
  30
  27
  25
  g = gram
  kg = kilogram
  t = ton, 1000 kg
  kt = kiloton, 1000 t, 1,000,000 kg
  
  HERO System Rulesbook
   177
  OBJECT LIST
  Material or Object
  DEF
  BODY
  Bushes
  2
  3
  Control console (per hex)
  4
  4
  Dirt (per hex)
  0
  16
  Doors:
  Airlock door
  8
  7
  Interior wood door
  2
  3
  Interior Spaceship door
  6
  4
  Exterior wood door
  4
  3
  Metal fire door
  7
  5
  Safe door
  10
  9
  Large vault door
  16
  9
  Flag pole (breakaway)
  4
  2
  Furniture:
  Light wood furniture
  3
  3
  Heavy wood furniture
  4
  5
  Plastic furniture
  2
  3
  Steel reinforced furniture
  5
  5
  Glass
  1
  1
  Lamp post (breakaway)
  5
  3
  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
  Rock
  5
  3
  Boulder
  5
  13
  Spacesuit
  2
  3
  Telephone pole(wooden)
  5
  4
  Material or Object
  DEF
  BODY
  Trees:
  Small tree (less than 1")
  4
  5
  Medium tree (less than 5")
  5
  8
  Large tree (5" or more)
  5
  11
  Vehicles:
  Armored car
  10
  15
  Automobile
  3
  14
  Bicycle
  3
  2
  Helicopter
  4
  15
  Hovercraft
  5
  14
  Jetpack
  4
  4
  Motorcycle
  3
  11
  Light plane
  3
  13
  Twin engine plane
  3
  15
  Multi-engine plane
  3
  19
  Submarine
  10
  20
  Tank (front armor)
  20
  (side, top, rear, bottom)
  16
  19
  Truck or bus
  4
  17
  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
  Weapons:
  Heavy weapon
  6
  8 or 9
  Pistol
  4
  3 or 4
  Rifle
  4
  5 to 7
  Very large heavy weapon
  6
  12
  Example: Chiron tries to cut through a wall with a sword.
  He slices into a DEF 5, 6 BODY wall, and rolls 10 BODY
  of damage.  The wall’s DEF of 5 is subtracted from the 10
  BODY, yielding 5 BODY.  The wall takes 5 BODY.  Since
  the wall has a total of 6 BODY, it is still standing, and not
  yet cut through.
  The number of BODY an object has is dependent upon
  how much the object weighs and how fragile it is.  A machine
  can have a heavy steel casing but weak insides, so it would
  have a large DEF but few BODY.
  The BODY and DEF of an object can change depending
  on the level of technology.  Generally, the higher the technol-
  ogy, the more BODY and DEF the object has.  This shows
  that more materials are available, and high-tech worlds
  avoid fragile materials for the practicality of sturdier ones.
  The Object List covers some common items that charac-
  ters will try to break.  This list just suggests DEF and BODY
  for these items; the GM should change them to fit a particular
  adventure.  The BODY refers to the amount of damage
  necessary to break the device; to fully destroy it would take
  twice as much.  The same type of object may have different
  DEF and BODY.  For example, Altarian spacesuits are
  sturdier than Denebian ones.  They have 1 more DEF and
  BODY.
  Note that if characters use an object as a weapon, the
  maximum amount of damage that can be done with the
  object is equal to the combined DEF and BODY — any
  additional damage and the object simply breaks.
  
  HERO System Rulesbook
  178
  DETERMINING THE BODY AND DEFENSE
  OF AN OBJECT
  To determine the BODY and DEF of an object, the GM
  should compare it to the objects listed on the previous page.
  Alternatively, the GM can determine the DEF and BODY by
  using the tables in this section.  An object’s BODY is based
  on its total mass; each doubling of mass is +1 BODY.
  The Defense of an object is based on the material it’s
  made from.  Find the weakest material that is an important
  part of the object.  The Object Defense table will give the DEF
  of the object.
  OBJECT DEFENSE TABLE
  Substance
  DEF
  Wood
  Thin board
  2
  Plywood
  3
  Heavy wood
  4
  Very heavy wood
  5
  Metal
  Sheet metal
  4
  Chain or heavy tube
  5
  Heavy bar
  6
  Plate
  7
  Casting
  8
  Hardened casting
  9
  Light armor
  10
  Medium armor
  13
  Vault doors
  16
  Heavy armor
  19
  Stone
  Brick
  5
  Concrete
  6
  Reinforced brick
  7
  Reinforced concrete
  8
  Plastic
  Light plastic
  1
  Plastic castings
  2
  Light fiberglass
  4
  Heavy fiberglass
  6
  Armored plastics
  8
  When determining the DEF and BODY of an object, the
  GM should first look at the object’s function.  If the function
  comes from several different parts of the object then each
  part should be figured out separately.
  Example: Howler hits a large automated drill press with
  an Area Effect attack.  The attack does 6 BODY to each
  portion of the machine.  The computer control is a 50 kg
  complex machine that is wrapped in a cast plastic casing.
  It would have DEF 2 and 4 BODY.  The attack destroys
  the machine beyond any possibility of repair.  The drill
  press is a 200 kg simple machine — the weakest part is
  sheet metal.  It is DEF 4 and has 8 BODY.  It takes 2
  BODY and is only partially damaged.
  BROKEN MACHINERY
  An object that takes more damage than it has BODY is
  broken.  However, partially damaged objects have the pos-
  sibility of not functioning perfectly, even before they are
  completely disabled.  GMs should decide whether the device
  works, or roll on the following optional table.
  DEVICE MALFUNCTION
  Chance to
  Damage
  work properly
  Less than 1/4 BODY damage
  14 or less
  1/4 to 1/2 BODY damage
  11 or less
  Greater than 1/2 BODY damage
  8 or less
  WALL BODY
  Of course, with walls and similar structures, a character
  doesn’t have to completely destroy the object — he just
  wants to blow a hole through it.  In this case, use the wall’s
  thickness, according to the following table.  A character who
  exceeds the wall’s body has created a human-sized hole in
  it.  The size of the hole doubles for every +1 BODY inflicted
  over the wall’s base BODY.
  WALL BODY
  Thickness (millimeters)
  Material
  4
  8
  16
  32
  64
  125
  250
  500
  1m
  2m
  Wood
  —
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Stone
  — — —
  1
  3
  5
  7
  9
  11
  13
  Metal
  1
  3
  5
  7
  9
  11
  13
  15
  17
  19
  Plastic
  1
  3
  4
  6
  7
  9
  10
  12
  13
  15
  
  HERO System Rulesbook
   179
  There are many things that a character might want to
  conceal: weapons, equipment, papers, microfilm.  A charac-
  ter uses the Concealment Skill to hide objects in a room or
  on his or her body.  The Concealment Skill is used vs.
  searcher’s Concealment Roll in a Skill vs.  Skill.  First the
  character makes a Concealment Roll, then the other individ-
  ual makes a Concealment Roll at minus whatever the first
  character made the Concealment roll by.
  Modifiers may be applied to Conceal an object.  The size
  and shape of an object affects the ability to hide it, in addition
  to the clothing the character is wearing.  Whatever hiding
  space is chosen must be large enough to hide the device;
  otherwise the device cannot be hidden there regardless of
  the Concealment Skill Roll.  (No one can hide an assault rifle
  under a baseball cap.)
  CONCEALMENT
  OTHER MODIFIERS FOR CONCEALING
  AN OBJECT ON THE BODY
  Situation Concealment
  Roll Mod.
  Object is built into clothes
  +2
   (belt buckle or bracelet)
  Object is bulky or an awkward
  -2
  shape (telescope, helmet)
  Object is malleable (putty, plastique)
  +1 or +2
  Object is grenade sized
  -0
  Object is pistol-sized
  -2
  Object is submachinegun-sized
  -4
  Object is rifle-sized
  -6
  etc.
  A successful Perception Roll tells an observer that some-
  one’s carrying an object, but it won’t tell him what the object
  is.  So long as clothing still covers an object, the object’s
  exact identity remains hidden.  However, some information
  about the object should be available.  If the observer has
  noticed a bulge under the character’s left armpit, it’s probably
  a gun.  But the exact type of gun wouldn’t be known until the
  object comes out into view.
  SEARCHING A PERSON
  Whenever a character gets captured, he will probably get
  searched.  There are three kinds of searches: a Fast
  Patdown, a Thorough Patdown, and a Strip Search.  All work
  on the Concealment Roll vs.  Concealment Roll system.
  A Fast Patdown only takes 1 Phase and finds most large
  items hidden on a character’s torso.  The searcher rolls a
  Concealment Roll.  The searcher finds each item if he makes
  a Concealment Roll, taking into account the minuses for the
  victim’s successful Concealment Roll.  The chance is pretty
  good for the searcher to find a gun, but there’s still a small
  chance to miss one.
  A Thorough Patdown takes a full turn and finds most large
  items hidden all over a character’s body.  The searcher still
  must make a Concealment Roll with +2, and can now find
  objects hidden anywhere on a character.
  A Strip Search is exactly what it sounds like.  It takes at
  least one minute and often five or ten minutes, or even
  longer.  The searcher removes all of a character’s clothing,
  sometimes even systematically destroying the clothing to
  make sure everything is found.  The searcher can then
  search the character’s clothing at leisure and finds anything
  not hidden with Concealment Skill.  The searcher has a good
  chance to spot items hidden under fake skin, in the charac-
  ter’s hair or in a bionic appendage.  A Strip search gives +3
  to +5 the searcher’s Concealment Roll.
  
  HERO System Rulesbook
  192
  VEHICLE COMBAT
  Vehicle movement and combat is handled similarly to
  character movement and combat.  It is possible to have a
  combat between several characters with vehicles; or a
  mixed group of vehicles and pedestrians, all without break-
  ing a sweat.  These rules apply mainly to modern and
  futuristic campaigns.
  VEHICLE MOVEMENT
  Vehicles have a base movement in inches.  This move-
  ment is the number of inches that the vehicle can move at
  combat velocity in a single Phase; a vehicle can move more
  quickly if the driver (or pilot) is willing to move noncombat.
  The Phases that a vehicle can move is based on its SPD, just
  like a character.  A vehicle with a SPD 4 could move on
  Segments 3, 6, 9, 12.  (For details on noncombat movement
  and acceleration, see Combat.)
  A vehicle’s effective combat SPD is equal to the vehicles
  SPD, or the driver’s SPD, whichever is lower.  If the vehicle
  is driven at this SPD or lower, then it has normal turn modes.
  In addition, the vehicle could receive a DCV bonus if the
  driver has Combat Piloting or Combat Driving.  In this case,
  the driver should act at the same time as the vehicle, or Hold
  his Action so that he always has an action ready to direct the
  vehicle’s movement.
  If the driver wants to drive the vehicle at a SPD higher than
  his own, then the vehicle is considered to be noncombat.
  This means that it is harder to turn, and may well be easier
  to hit.  The driver can only adjust the vehicle’s direction or
  velocity when he has an action.  On Segments when only the
  vehicle has an action, it repeats the driver’s last action.  Of
  course, the vehicle can only attack when the driver has an
  action.
  A vehicle can never move at a SPD higher than its own (a
  vehicle can only be so responsive).
  Example: Fast Eddie has a SPD 2 and Combat Driving,
  and is driving a Corvette (SPD 4).  Eddie can drive the
  vehicle at SPD 2, thus driving it at combat velocity.
  Alternatively, he can really open it up and drive the
  vehicle at SPD 4.  In this case the ‘vette will be traveling
  at noncombat speed, and will have only half DCV.  In
  addition, Eddie will only be able to adjust his course on
  Segments 6 and 12 (although the car will move on
  Segments 3, 6, 9, and 12.)
  HITTING A VEHICLE
  Vehicles have an effective DEX equal to their DEX or their
  driver’s DEX, whichever is lower.  Vehicles are normally
  driven noncombat; hence their base DCV is half normal DCV
  for the vehicle’s DEX.  Optionally, this base DCV can also be
  determined by the vehicle’s velocity (see Movement).  This
  DCV is affected by the vehicle’s size, range modifiers, etc.  If
  the vehicle’s driver does not have the Skills Combat Driving
  or Combat Piloting, then the vehicle’s DCV is half normal,
  regardless of whether the vehicle is traveling at combat or
  noncombat velocity.  (The only advantage of traveling at
  combat velocity is that the vehicle is easier to turn).
  If the vehicle’s driver has Combat Driving or Combat
  Piloting (whichever is appropriate to the vehicle), then the
  vehicle receives its full DCV against incoming attacks.  This
  usually makes it much harder to hit.
  The driver for a vehicle does not have to be human; it could
  also be a sentient computer or AI.  In any case, the vehicle’s
  DCV is determined as above.
  DAMAGE TO VEHICLES
  Vehicles that take damage slowly fall apart.  Each time
  takes BODY from an attack, it should roll on the damage
  results table:
  d6
  Vehicle Loses
  1
  2x noncombat movement
  2
  5" of combat movement
  3
  Vehicle’s largest Power
  4
  10 STR
  5
  5 DEX
  6
  1 SPD
  When a vehicle has lost all of its BODY it falls apart, or
  blows up, at the GM’s option.
  SENTIENT VEHICLES
  Of course, some vehicles do not need a driver; such
  “vehicles” can include can include living animals or vehicles
  with computer drivers.  In this case, any passengers should
  be treated as just that — passengers.  A sentient vehicle
  controls its own movements according to its DEX and SPD;
  any characters onboard can act on their own Phases.
  
  HERO System Rulesbook
   193
  DOGFIGHT COMBAT
  Whenever vehicles are at at close range, the GM can use
  Dogfight Combat.  You can enter a Dogfight whenever the
  range between two vehicles is less than their combined MAX
  (for aerial dogfights) or when 2x their combined combat
  movement and their combined current velocity is less than
  2x their combined combat movement.
  A “dogfight” is a pilot’s term to describe close-in air combat
  where the planes circle like fighting dogs trying to snap at
  each other’s backs.  Dogfight combat simplifies all of the
  combat maneuvering of two circling opponents down to
  several die rolls.  Vehicles fighting at long range using
  noncombat movement will use the rules for Intercept Com-
  bat (see below).
  Dogfights are conducted in full Turns; each dogfight Turn
  is equal to one full Turn on the ground.  All you need to keep
  track of in a dogfight is the number of Turns needed to
  Escape (discussed later), each vehicle’s current velocity,
  and, most important, the relative positions of the vehicles.
  There are four different positions in a dogfight: neutral, head
  on, side on, and tail chase.
  When a dogfight starts, the GM can set the initial position
  of all the vehicles, or it can be rolled randomly.  During a
  dogfight, each player rolls his Combat Piloting Roll.  If no pilot
  makes their roll, the vehicles are in a neutral position and the
  next Turn is started.
  If at least one pilot made his roll, the pilot who made his
  Combat Piloting Roll by the greater amount is considered the
  attacker.  Subtract the amount the defender made his roll by
  (this can be negative) from the amount the attacker made his
  roll by.  This number gives you the relative positions of the
  aircraft from the Dogfight Table.
  Each pilot’s roll is modified by several factors, listed below.
  PILOTING ROLL MODIFIERS
  Bonus
  Condition
  +1
  If the number of attackers outnumber the
  defenders.
  +1
  For every 2x the attackers outnumber the
  defenders.
  +1
  If your vehicle’s current velocity is faster
  than your opponent’s vehicle’s current
  velocity.
  +1
  For every 2x your vehicle’s current speed
  is faster than your opponent’s vehicle’s
  current speed.
  +1
  If you were the attacker in a side on a
  position last Turn
  +2
  If you were the attacker in a tail chase
  last Turn
  +1
  If you are surprising your opponent
  -2
  If you are attempting to Escape
  -2
  If the other pilot has successfully
  executed an Escape
  OPTIONAL NON-MAPPED
  COMBAT
  It is not always best to play out vehicular combat on a hex
  map.  This is because vehicles move extremely quickly, and
  are often “off the map” in only a matter of Segments.
  Similarly, a running chase between two vehicles can be
  extremely tedious to manage using a map.
  GMs who want to simplify combat can keep track of the
  distance between the two vehicles.  An important value for
  this is MAX, or the total distance a vehicle could cover in a
  Turn.
  MAX = Vehicle’s SPD x
  Maximum Noncombat Movement
  A driver would be able to change the distance between the
  cars or lose a pursuer by making a Skill vs.  Skill Roll.  Two
  examples of non-mapped combat follow.
  
  HERO System Rulesbook
  194
  DOGFIGHT TABLE
  Relative
  Attacker - Defender
  Position
  +0 to +1
  Both vehicles neutral;
  neither may fire.
  +2 to +3
  Both vehicles are head on;
  both may fire once.
  +4 to +5
  Attacker faces Defender’s
  side; both may fire once.
  +6 or +7
  Attacker is tail chasing the
  Defender.  Attacker may fire
  once.
  +8 or more
  Attacker is tail chasing the
  Defender.  Attacker may fire
  as often as his SPD.
  The Dogfight Table assumes that both vehicles can only
  fire in their front 180 degree arc; the GM can make special
  allowances for vehicles that can attack to the rear.  Also, in
  a head on position, the attacker may elect to fire, in which
  case the defender gets to fire back at him that Turn.  Alter-
  nately, the attacker may elect to evade, in which case neither
  pilot gets to fire that Turn.
  The most important part of a dogfight is shooting the other
  vehicle down.  Normal combat rules are used, except that
  range is determined by the vehicle’s velocities and special
  To-hit modifiers are applied to represent the high speed
  fleeting shots that are available in a dogfight.
  Each position in Dogfight combat has an OCV modifier
  and a range between targets figured as a multiple of the
  attacking vehicle’s current velocity.  To find the range,
  multiply the attacking vehicle’s current velocity by the num-
  ber listed in the Range column of the Gunnery Modifiers
  table, relative to the position.  The Gunnery Modifiers Table
  will also list any special OCV modifiers for either side.
  GUNNERY MODIFIERS
  Attacker’s
  Defender’s
  Relative
  OCV
  OCV
  Position
  Modifier
  Modifier
  Range
  Head on
  -2
  -4
  x1
  Side on
  -4
  -4
  x2
  Tail chase +6, +7
  -4*
  -4*
  x2
  Tail chase +8
  -4*
  -4*
  x1
  Tail chase
  +9 or more
  -0
  -4*
  x1/2
  * Only guns mounted to the rear only, or with 360 degree
  field of fire, may fire at an attacker in a tail chase.
  LEAVING A DOGFIGHT
  There are several ways out of a dogfight.  If both pilots
  break off, the dogfight is over.  If one pilot wishes to break off
  and the other doesn’t, it’s more complicated.  The pilot who
  wants to leave must execute one or more Escapes.
  Cover of some kind can normally be found, even in an
  aerial battle.  Clouds, the sun, large trees, or friendly fire can
  all help a pilot escape.  In space, ducking into the nearest
  meteor swarm is always a good move.  Before the dogfight
  begins, the GM should determine how many Turns of Es-
  cape are necessary for a vehicle to leave the dogfight.  The
  more cluttered the battlefield, the fewer Escapes needed.  If
  the GM doesn’t want to decide, he can roll 1d6 and use that
  as the number of Escapes necessary to break off combat.
  A pilot executes an Escape by declaring “Escape” before
  the Turn begins.  Both pilots roll normally.  If the Escaping
  pilot wins the roll or has a tie, he has successfully made one
  Escape.  If the other pilot wins, combat proceeds normally.
  If the Escaping pilot has a higher current velocity, he gets
  credit for an Escape even if he lost the roll.  Losing does not
  force the pilot to take a minus on his Combat Piloting Roll
  next Turn, and has no effect on the fire directed at him.
  After the pilot executes his required number of Escapes,
  the dogfight is over.  Depending on the GM, the fight may
  move on to an Intercept Combat.  The number of Escapes
  that a pilot has executed is cumulative; that is, a pilot may
  execute an Escape early in a fight, and then execute another
  Escape later in the fight and have credit for two Escapes.
  INTERCEPT COMBAT
  Intercept combat is only used when two vehicles are at
  long range.  Intercept Combat is executed in full Turns.
  Range, target position, and target velocity are the important
  things to keep track of in Intercept Combat.
  There are two conditions where vehicles may be in Inter-
  cept Combat.  First, two vehicles flying at each other but still
  at a range greater than their combined MAX can engage in
  intercept combat.  Second, two vehicles may engage in
  intercept combat after Escaping from a dogfight; in that case,
  the range starts at the vehicle’s combined velocities.
  Intercept Combat starts by defining the range between
  targets.  The quality of the spotting equipment (usually radar)
  carried on the vehicles will determine the range at which in
  intercept Combat begins (or ends).  So long as the vehicles
  could theoretically spot each other they are within range, and
  if one wishes to fight, they are in Intercept Combat.
  Next the GM must define the vehicles’ Intercept Velocities.
  Positive Intercept Velocities represent moving towards the
  enemy, negative Intercept Velocities represent moving
  away from the enemy.  In aerial combat the vehicle’s Inter-
  cept Velocity is equal to plus or minus its MAX.
  In Aerial Intercept Combat, follow these steps:
  (1) Declare maneuver (close, jink, or disengage).  Close
  means to fly towards the enemy, Jink means to circle to
  deny the enemy a shot, and Disengage means to fly away
  from the enemy.  The Intercept Velocity of a closing
  vehicle is equal to its MAX, the Intercept Velocity of a
  jinking vehicle is 0, and the Intercept Velocity of a disen-
  gaging vehicle is minus its MAX Speed.
  (2) Determine the facing of the vehicles.  Each vehicle’s
  maneuver determines which face he shows to the enemy.
  Closing vehicles show their front to the enemy.  Disengag-
  ing vehicles show their rear to the enemy.  Jinking
  vehicles roll on the Facing Table to determine their facing.
  FACING TABLE
  1d6 Roll
  Facing
  1-2
  Front
  3-4
  Side
  5-6
  Rear
  
  HERO System Rulesbook
   195
  (3) Determine Range between enemy vehicles.  Subtract
  each vehicle’s Intercept Velocity form the Range.  Re-
  member that subtracting a negative number is equal to
  adding.  If the range becomes negative the vehicles have
  passed.  Multiply the range by -1 to make it positive again.
  (4) Make Attack Rolls.  Each player can fire any or all of his
  weapons once per Turn.  Be sure to check the maximum
  range of a weapon to see if the enemy is in range.
  (5) Repeat steps 1-4 until both vehicles break off, or the
  vehicles are out of radar range.
  A vehicle may only attack if it is showing its front or side to
  the enemy.  If the vehicle is showing its side it takes a -4 OCV
  because of the difficulty of the shot.  This assumes the
  vehicle can only fire in the front 180 degrees.  The GM must
  make allowances for vehicles that can fire behind them-
  selves.
  Unless the vehicles have very special weapons with long
  range mods the GM may normally dispense with intercept
  Combat and go right into dogfighting.  If a vehicle is specially
  equipped for long range combat it can use Intercept Combat
  to take advantage of its weapons.
  VEHICLE LIST
  Name
  Size
  DCV
  Mass (KB)
  STR
  DEF
  BODY DEX SPD MOVE
  MAX
  Notes
  Standard Ground Vehicles
  Motorcycle
  (Kawasaki Ninja)
  1.25x.64
  0
  200 kg (-1)
  15
  3
  11
  20
  3
  33x4
  396
  —
  Porsche 928S
  2x1
  -2
  800 kg (-3)
  25
  3
  13
  20
  4
  24x4
  384
  —
  Honda Prelude
  2.5x1.25
  -2
  1.6 ton (-4)
  30
  3
  14
  15
  3
  24x4
  300
  —
  Cadillac Fleetwood
  3.2x1.6
  -3
  3.2 ton (-5)
  35
  3
  15
  10
  2
  36x4
  288
  —
  GMC Panel Truck
  4x2
  -4
  6.4 ton (-6)
  40
  4
  16
  10
  2
  15x8
  240
  —
  Semi-Truck
  5x2.5
  -4
  12.5 ton (-7)
  45
  4
  17
  10
  2
  14x8
  224
  —
  Special Ground Vehicles
  Indy Car
  2x1
  -2
  800 kg (-3)
  25
  2
  13
  25
  5
  40x4
  800
  —
  Military Jeep1
  2x1
  -2
  800 kg (-3)
  25
  4
  13
  10
  2
  20x4
  160
  —
  M113 APC1
  5x2.5
  -4
  12.5 ton (-7)
  45
  9/6
  17
  10
  2
  7x8
  112
  —
  M-1 MBT2
  8x4
  -6
  50 ton (-9)
  55
   [20/16]
  19
  10
  2
  9x8
  144
  —
  Airplanes
  Cessna Skyhawk
  2x1
  -2
  800 kg (-3)
  25
  3
  13
  15
  3
  34x4
  408
  Stall Velocity 34"
  Learjet Century III
  4x2
  -4
  6.4 ton (-6)
  40
  3
  16
  20
  4
  48x8
  1536
  Stall Velocity 48"
  Boeing 747
  8x4
  -6
  50 ton (-9)
  55
  3
  19
  15
  3
  50x8
  1200
  Stall Velocity 50"
  F-15 Eagle
  5x2.5
  -4
  12.5 ton (-7)
  45
  3
  17
  25
  5
  110x8
  4400
  Stall Velocity 55"
  Helicopters
  Jet Ranger III
  3.2x1.6
  -3
  3.2 ton (-5)
  35
  3
  15
  20
  4
  23x4
  368
  —
  AH-1 Huey Cobra3
  4x2
  -4
  6.4 ton (-6)
  40
  9
  16
  20
  4
  42x4
  672
  —
  1 Armed with 1x .50 Cal  HMG
  2 Armed with 1x 120mm Tank Cannon, 1x .50 Cal  HMG
  3 Armed with 8x TOW Missile, and 2x .50 Cal HMG
  Size: This is the length and width of the vehicle.  This does not
  include the wings on airplanes or the rotors of helicopters.
  DCV: This is the DCV Mod of the vehicle for its size.
  Mass (KB): This is the mass of the fully loaded vehicle and its
  Knockback modifier. Vehicles can generally carry half their
  fully loaded weight in passengers and cargo.
  STR: This is the maximum lifting Strength of the vehicle.
  DEF: This is the Resistant Defense of the vehicle. If the defense
  is listed as #/#, then the first 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 then it is
  hardened.
  BODY: This is the amount of BODY the vehicle can take before
  it stops running.
  DEX: This is the maximum effective DEX that can be used when
  driving the vehicle.
  SPD: This is the maximum effective SPD that can be used when
  driving the vehicle.
  MOVE: This is listed as #x#; the first number is the vehicle’s
  maximum combat move, and the second number is the
  vehicle’s noncombat multiple.
  MAX: This is the maximum noncombat movement the vehicle
  can travel in 1 full turn.
  Notes: This includes any other information.
  
  HERO System Rulesbook
  198
  This section covers weapons and armor.  Characters will
  use weapons for a variety of purposes, from hurting an
  opponent to breaking out of a prison cell.  Weapons can
  improve a character’s ability to do damage, his accuracy, or
  both.  Armor, of course, will help keep the character from
  getting hurt in the first place.
  WEAPONS
  The way weapons are handled will vary according to the
  nature of the campaign.  In heroic campaigns, most charac-
  ters will use weapons of some kind.  The characters buy
  weapons with money, and can change weapons as often as
  they wish.  Characters will have to buy Weapon Familiarity
  with the weapons in question; otherwise they will suffer an
  OCV penalty.
  In a superheroic campaign, characters will have to pay
  Character Points for any weapons they possess.  They
  cannot easily change weapons, since the “weapons” are just
  the special effect of some power.  Additionally, a character
  cannot buy a weapon with money and then regularly use it —
  unless he’s willing to pay the Character Points for the
  weapon.  However, a character in a superheroic campaign
  doesn’t have to buy Weapon Familiarity with the weapon; it’s
  considered to be part of the character.
  The weapons listed are described as realistically as pos-
  sible.  They are also listed with a point total for characters
  who want to build them for use in a superheroic campaign.
  WEAPONS AND ARMOR
  RANGED WEAPONS
  This section covers guns, bows, rockets, and other de-
  vices of ranged destruction.  Most ranged attacks do Physi-
  cal Killing Damage, although some do Energy Damage.
  Some weapons could do STUN only attacks (sonics, for
  example).  A weapon should be defined as doing either
  killing, normal, or STUN only damage.
  Weapons up to machine gun size may be carried (a high
  STR would be required to carry a machine gun, though).
  Auto cannons and larger weapons are listed as vehicle
  mounted weapons and weapons emplacements in bases.
  OPTIONAL GUN MALFUNCTIONS
  This optional rule can be used to make gun combat more
  exciting.  It won’t come into play very often, but when it does,
  the effects can be devastating.  Besides, IT GIVes the
  characters a reason to take care of their weapons.  These
  rules should only be used with gunpowder firearms, and
  should only be used in heroic campaigns.
  There are several ways that a firearm can malfunction.
  The two main types of problems are jamming and misfiring.
  In addition, autofire weapons are subject to runaway fire.
  Whenever a character rolls a Attack Roll, the roll should be
  compared to the following table.
  WEAPON MALFUNCTION
  Attack Roll
  Problem
  18 (17-18)
  Misfire
  17 (16)
  Jam
  16 (15)
  Runaway (only for
  weapons with autofire)
  The numbers in parentheses should be used if the weapon
  is is dirty, has gone without maintenance, or is otherwise in
  less than perfect condition.
  MISFIRE
  Rounds which are damaged or improperly loaded can fail
  to fire when the character pulls the trigger.  This is very
  dangerous, since the round is still live.  The gun will not fire
  until the round has been removed from the chamber.  A
  character with an appropriate Weaponsmith Skill can clear a
  misfire with a successful Skill Roll in a half Phase.  If he fails
  his Skill Roll, clearing the misfire will take a full Phase.
  A character without an appropriate Weaponsmith Skill can
  try to make a DEX Roll to clear the misfire in only one Phase.
  If he makes the DEX Roll, then the misfire will be cleared after
  one full Phase.  If he fails the roll, then the round will explode,
  
  HERO System Rulesbook
   199
  doing damage to the character’s hand (half the round’s
  normal damage).  If the character is willing to take two full
  Phases, he can clear the round without making a DEX Roll,
  and therefore without having a chance of blowing up his
  hand.
  JAMMING
  Sometimes a round can fail to feed properly into the firing
  chamber.  When this happens, the gun will not fire until the
  jam is cleared.  It takes one full Phase for a character to clear
  a jam.  A character with Weaponsmith Skill for the weapon
  can clear the jam in a half Phase.  Once the jam has been
  cleared, the weapon can fire normally.  Revolvers and
  single-shot bolt action weapons will not jam.
  RUNAWAY
  Weapons with autofire can “runaway” when firing more
  than one bullet.  A runaway gun will continue to fire even after
  the trigger has been released, and will expend all its rounds
  in one Phase.  This does not affect the character’s chance to
  hit, and when the gun has been reloaded it will fire normally.
  SIGHTS
  Science has made possible mechanical aids that allow
  anyone to shoot more accurately.  Special vision devices can
  allow a gunman to work in very low light or total darkness.
  The attacker must first be Brace and be sighted in to use
  most of the sights listed on the chart.  The sights are listed
  with their OCV and Range Modifiers, and any special bonus.
  If a gun has no sights, the character using it receives only +1
  OCV while Bracing, at the GM’s option (see Brace).
  SIGHTS
  Name
  OCV
  R Mod
  Iron Sights (normal)
  +0
  +0
  Micrometer Sights
  +1
  —
  Scope
  +1
  +1
  Hi Power Scope
  +1
  +2
  Laser Spotting Sight*
  +1
  +1
  Infrared Sighting
  —
  —
  Ultraviolet Sighting
  —
  —
  * Need not brace to use, only good for shots to 64", may
  not be usable against brightly colored back-grounds,
  through fog, or in other conditions.
  MELEE WEAPONS
  This section covers knives, clubs, sword, and other
  weapons that a character can use in hand-to-hand.
  These rules are also used for thrown weapons, and any
  other weapon which does increased damage according
  to the actual STR of the wielder.  The character’s chance
  to hit with a melee weapon is the same as with his fists
  (11 + OCV - TARGET’S DCV), PLUS ANY APPROPRIATE
  modifiers.  Some melee weapons add or subtract from the
  attacker’s OCV or DCV.
  DAMAGE OF MELEE WEAPON
  Each weapon does the amount of damage listed next to it
  on the chart.  This damage can be physical or energy, and
  can be normal damage or killing damage.  This damage can
  be increased, according to the character’s STR.
  SUPERHEROIC CAMPAIGNS
  In superheroic campaigns, the character should build the
  weapons using Character Points, just like any other attack.
  Weapons are normally built as an Hand-to-Hand Attack or
  Killing Attack (Hand-to-hand), along with the Power Limita-
  tions Focus and Reduced Endurance.  For Killing Attacks,
  the character can add one DC per 5 points of STR, up to
  double the damage of the weapon (just like a regular HKA).
  For attacks that do normal damage, the character adds the
  damage to his STR damage.  In either case, the END cost is
  determined normally for the weapon, and the character must
  also pay END for the STR used to wield it.
  Characters in superheroic campaigns cannot usually carry
  a weapon around with them unless they pay the points for it.
  They can, of course, pick up a normal weapon and use it in
  combat.  In this case, the GM should use the rules for heroic
  campaigns, below.
  HEROIC CAMPAIGNS
  In heroic campaigns, weapons have a STR Minimum to
  wield.  The character takes -1 OCV for every 5 points below
  the STR Minimum.  A character can also add 1 Damage
  Class for every 5 STR above the STR Minimum, up to a
  maximum of twice the weapon’s Damage Class.  This rule
  applies to weapons that do normal damage and to weapons
  that do killing damage.
  To wield these weapons costs END (endurance): 1 END
  for every 5 STR.
  Example: Drak the Barbarian has a 18 STR, and wields
  a dagger.  The dagger has a STR Min of 8, so Drak takes
  no penalty for using the weapon.  In addition, he can add
  up to 2 DC to the dagger’s damage, raising its DC from
  1d6-1 to 1d6+1.  He could not raise the damage any
  higher (by doing a haymaker, for example) because he
  is already at twice the weapon’s Damage Class.
  HUGE WEAPONS
  Extremely strong characters, especially those in super-
  heroic campaigns, can wield huge weapons, like trees or
  automobiles.  When using a weapon of this size, the charac-
  ter can make a Area Effect To-hit Roll, based on the size of
  the object.  (This is made instead of a normal AtTACK Roll).
  This Area Effect rule can be used for huge weapons used in
  hand-to-hand, and those that are thrown.
  Example: Ogre is fighting Seeker outside Fort Knox.
  Unable to hit the marital artist with his fists, Ogre grabs
  an armored car and swings it.  Because the armored car
  fills 4 hexes, Ogre can use it as an Area Effect attack (by
  swinging it where Seeker is, rather than at Seeker
  himself).  Ogre successfully hits the hex, walloping
  Seeker broadside.
  
  HERO System Rulesbook
  200
  RANGED WEAPONS
  Name
  OCV
  R Mod
  Damage
  STUNx
  STR Min
  Shots
  Notes
  Muscle-Powered
  Light Bow
  0
  0
  1d6K
  0
  8
  1 §
  Medium Bow
  0
  0
  1d6+1K
  0
  10
  1 §
  Heavy Bow
  0
  0
  1 1/2d6K
  0
  13
  1 §
  Light Long Bow
  0
  +1
  1d6+1K
  0
  12
  1 §
  Medium Long Bow
  0
  +1
  1 1/2d6K
  0
  14
  1 §
  Heavy Long Bow
  0
  +1
  2d6K
  0
  17
  1 §
  Light Crossbow
  0
  +1
  1d6+1K
  0
  12
  1 §
  1 Phase to reload
  Heavy Crossbow
  0
  +1
  1 1/2d6K
  0
  14
  1 §
  1 Phase to reload
  Arbalest
  0
  +2
  2d6K
  0
  16
  1 §
  2 Phases to reload, x1/2
  DCV while Reloading
  Sling
  0
  -1
  1d6+1K
  +1
  19
  1 §
  Staff Sling
  0
  0
  1 1/2d6K
  +1
  14
  1 §
  Revolvers
  Derringer
  0
  -2
  1d6-1K
  0
  5
  2
  .38 Special (S&W Mod 10)
  0
  0
  1d6+1K
  0
  7
  6
  .357 Magnum (Colt Python)
  0
  0
  1 1/2d6K
  0
  8
  6
  .41 Magnum (S&W Mod 57)
  -1
  0
  1 1/2d6K
  +1
  1
  6
  .44 Magnum (Super Comanche)-1
  0
  2d6K
  +1
  13
  6
  .445 (Webley)
  +1
  -1
  1d6K
  0
  7
  6
  .45 (Colt Peacemaker)
  +1
  0
  1d6+1K
  +1
  12
  6
  Automatic Pistols
  .22 LR (Hi Standard)
  +2
  -1
  1d6-1K
  0
  6
  10
  .30 (Luger P-08)
  +1
  0
  1d6+1K
  0
  8
  8
  .380 A (Walther PPK S)
  +1
  -1
  1d6K
  0
  6
  7
  9mm R (Makarov PM)
  0
  -1
  1d6K
  0
  4
  8
  9mm (Browning HP)
  0
  0
  1d6+1K
  0
  7
  14
  .45 Automatic (M1911A1)
  +1
  0
  1d6+1K
  +1
  12
  7
  .44 Magnum (Wildey)
  0
  0
  2d6K
  +1
  15
  8
  Submachine Guns
  .223 (Bushmaster)
  +1
  +1
  2d6-1K
  0
  12
  30
  Autofire up to 5 shots
  .32 A (Skorpion Model 61)
  +1
  -1
  1d6K
  0
  5
  20
  Autofire up to 5 shots
  9mm (Uzi)
  +2
  0
  1d6+1K
  0
  12
  40
  Autofire up to 5 shots
  9mm (Heckler&Koch HK 54)
  +2
  0
  1d6+1K
  0
  12
  30
  Autofire up to 5 shots
  .45 A (Ingram MAC 10)
  +1
  0
  1d6+1K
  +1
  12
  30
  Autofire up to 5 shots
  .45 A (M3A1 Grease Gun)
  0
  0
  1d6+1K
  +1
  12
  30
  Autofire up to 5 shots
  .45 A (Thompson SMG)
  +2
  0
  1d6+1K
  +1
  12
  50
  Autofire up to 5 shots
  Rifles
  7.62 RL (SVD Sniper Rifle)
  +1
  +2
  2d6+1K
  +1
  17
  10
  .30-06 (Springfield M1903)
  +1
  +2
  2d6+1K
  +1
  17
  5
  .30-06 (M-1 Garand)
  +1
  +2
  2d6+1K
  +1
  17
  8
  .450 M Nitro (H&H African)
  0
  +2
  2d6 1/2 K
  +1
  18
  2
  Assault Rifles
  .30 C (M-2 Carbine)
  +2
  +1
  1 1/2d6 K
  0
  14
  30
  Autofire up to 5 shots
  .223 (M16A1)
  +2
  +1
  2d6-1K
  0
  14
  30
  Autofire up to 5 shots
  5.54 R (AK-74)
  +2
  +1
  2d6-1K
  0
  14
  30
  Autofire up to 5 shots
  7.62 R (AK47/AKM)
  +2
  +1
  2d6K
  0
  17
  30
  Autofire up to 5 shots
  7.62 N (FN-FAL)
  +1
  +2
  2d6+1K
  +1
  21
  20
  Autofire up to 5 shots
  Shotguns †
  .410 full choke
  +1
  +2
  2d6 K
  +1
  9
  5
  See below
  .410 open choke
  +2
  0
  2d6 K
  +1
  8
  5
  See below
  .410 sawed off
  +3
  -2
  2d6 K
  +1
  8
  5
  See below
  12 gauge full choke
  0
  +2
  2 1/2d6K
  +1
  12
  5
  See below
  12 gauge open choke
  +1
  0
  2 1/2d6K
  +1
  12
  5
  See below
  12 gauge sawed off
  +2
  -2
  2 1/2d6K
  +1
  11
  5
  See below
  
  HERO System Rulesbook
   201
  Name
  OCV
  R Mod
  Damage
  STUNx
  STR Min
  Shots
  Notes
  Heavy Weapons
  7.62 (M-60 LMG)
  +1
  +2
  2d6+1K
  +1
  17
  100
  Used w/ Bipod, No STR
  Min w/Tri-Pod
  .50 Cal (M2 HB HMG) *
  +1
  +4
  3d6 K
  +1
  —
  200
  Mounted
  Light Anti-tank Weapon (LAW)
  0
  +1
  4d6K AP
  +1
  —
  1
  May Not Reload
  Wire Guided Missile (TOW) * ‡
  0
  —
  6d6K AP
  +1
  —
  1
  No Range Mods, 1/2
  DCV
  Recoilless Rifle (57mm) *
  -1
  +3
  4d6K AP
  +1
  —
  1
  SAM (Stinger) ¥
  +2
  —
  14d6 EX
  0
  —
  1
  No Range Mods
  Science Fiction Pistols
  Blaster Pistol
  +1
  0
  9d6N E
  —
  8
  32
  Laser Pistol
  +1
  0
  2d6K AP E
  +0
  9
  32
  Neutron Pistol
  +1
  0
  4d6 NND
  —
  7
  32
  Gyrojet Pistol
  +2
  -1
  2d6K
  +1
  7
  16
  Science Fiction Rifles
  Blaster Auto Rifle
  +1
  +2
  9d6N E
  —
  16
  Laser Auto Rifle
  +1
  +2
  2d6K AP E
  +0
  15
  64
  Neutron Auto Rifle
  +1
  +2
  4 1/2d6 NND
  —
  10
  64
  Gyrojet Auto Rifle
  +2
  +1
  2d6K
  +1
  13
  32
  Science Fiction Special Weapons
  Micro-rocket Launcher
  0
  0
  3d6K
  0
  5
  6
  1 Handed
  Bolo Gun
  0
  0
  6d6 Entangle
  —
  10
  6
  Entangles Target, 2
  Handed
  Special Handguns
  Taser
  -1
  -2
  5d6 NND
  —
  8
  1 §
  Grenades
  Concussion
  —
  —
  6d6N EX
  —
  —
  Must Be Thrown
  EXPLANATION OF TERMS
  All ranged weapons are defined by 7 statistics.  Any
  special notes about the weapons is also listed.
  OCV: This reflects the intrinsic accuracy of the weapon;
  and is applied as a bonus or penalty to all attacks made
  with the weapon.
  R Mod: This stands for Range Modifier, which describes
  how quickly a weapon loses accuracy at range.  The
  modifier is only applied for attacks made at targets more
  than 1" away.  For negative values, the penalty is
  applied to all attacks; positive values can only be used
  to offset Range Penalties. A character can never raise
  his Base OCV due to a weapon’s Range Modifier, the R
  Mod can only negate penalties.
  Damage: This is the damage that the target will take from
  a successful attack.  If the damage is normal, then the
  d6 are listed as “d6N”.  Killing Attacks are listed as d6K.
  All attacks do Physical damage, unless listed with an
  “E”, in which case they do energy damage.  Armor
  Piercing is abbreviated AP; Explosion is abbreviated
  EX; No Normal Defense NND.  For a complete descrip-
  tion of how these work, see Power Advantages.
  STUN x: This is the STUN Multiplier, and should only be
  used for Killing Attacks.  When the STUN Multiplier d6-
  1 is rolled,the character should apply the weapon’s
  STUNx modifier.  If the Hit Location optional rule is
  being used, the character should determine the STUNx
  according to the Hit Location, and then add the
  weapon’s STUNx.  For example, if a character with a.44
  Magnum (STUNx = +1) hit an opponent in the head, the
  total STUNx would be +6.
  Fragmentation
  —
  —
  2d6K EX
  0
  —
  1
  Must Be Thrown
  * Weapon must be mounted on a tripod or vehicle
  § Recoverable Charge
  ‡ No Range mods so long as attacker tracks  target
  ¥ Locks on; missile suffers no range penalties
  † All shotguns have the reduced Penetration and
  STR Min: STR Min stands for Strength Minimum, which is
  the minimum amount of STR necessary to fully control
  the weapon when firing.  If the character has less STR
  than the STR Min, he takes a -1 OCV when firing for
  every 5 STR his STR is below the STR Min.  Pistols are
  rated for one-handed firing; the STR Min should be
  reduced by 3 if the pistol is fired with two hands.
  Similarly, the rifles are rated for two-handed firing; the
  STR Min should be increased by +5 if they are fired with
  one hand.  All autofire attacks add +5 to the STR Min.
  STR Min is an optional statistic, and the GM shouldn’t
  use it if he doesn’t want to.  It should not be used in
  superheroic campaigns.
  Shots: This is the number of times that the weapon can be
  fired without reloading.  Reloading can range from
  inserting another magazine to nocking another arrow.
  
  HERO System Rulesbook
  202
  MELEE WEAPONS
  Melee Weapon
  OCV
  Damage
  STUNx
  STR Min
  Notes
  Axes & Maces
  Great Axe
  0
  2d6+1K
  0
  18
  2 Handed
  Battle Axe
  -1
  2d6K
  0
  13
  1 1/2 Handed
  Francisca
  0
  1 1/2d6K
  0
  13
  Can Be Thrown
  Hand Axe
  0
  1d6+1K
  0
  10
  Can Be Thrown
  Small Axe
  0
  1d6K
  0
  8
  Maul
  0
  1 1/2d6K
  +1
  19
  2 Handed †
  War Hammer
  -1
  1d6+1K
  +1
  13
  1 1/2 Handed †
  Hammer
  0
  1d6K
  +1
  11
  †
  Small Hammer
  0
  1d6-1K
  +1
  8
  †
  Great Mace
  0
  2d6K
  0
  15
  2 Handed
  Morningstar
  0
  1 1/2d6K
  0
  10
  1 1/2 Handed
  Mace
  0
  1d6+1K
  0
  10
  Small Mace
  0
  1d6K
  0
  8
  Great Pick
  0
  1 1/2d6K AP
  0
  19
  2 Handed †
  Military Pick
  0
  1d6+1K AP
  0
  13
  1 1/2 Handed †
  Pick
  0
  1d6K AP
  0
  11
  †
  Small Pick
  0
  1d6-1K AP
  0
  8
  †
  Clubs (Do Not Require Weapon Familiarity)
  Great Club
  0
  6d6N
  0
  15
  2 Handed
  War Club
  0
  5d6N
  0
  10
  1 1/2 Handed
  Club
  0
  4d6N
  0
  10
  Baton
  0
  3d6N
  0
  8
  Stick
  0
  2d6
  0
  5
  Swords and Knives
  Great Sword
  +1
  2d6K
  0
  18
  2 Handed
  Bastard Sword
  0
  1 1/2d6
  0
  13
  1 1/2 Handed
  Broad Sword
  +1
  1d6+1K
  0
  13
  Short Sword
  +1
  1d6
  0
  10
  Dagger
  +1
  1d6-1
  0
  8
  Can Be Thrown
  Knife
  +1
  1/2d6
  0
  6
  Can Be Thrown
  Stiletto
  +1
  1/2d6K AP
  0
  8
  Can be thrown
  Pole Arms (Long Weapons)
  Pole Arm
  -1
  2d6K
  0
  13
  2 Handed
  Long Spear
  -1
  2d6K
  0
  13
  2 Handed
  Medium Spear
  -1
  1 1/2d6
  0
  10
  1 1/2 Handed
  Javelin
  0
  1d6K+1
  0
  8
  Can Be Thrown
  Uncommon Melee Weapons(Flails ignore +DCV for Shields)
  Battle Flail
  0
  2d6K
  0
  19
  2 Handed §
  Military Flail
  -1
  1 1/2d6K
  0
  13
  1 1/2 Handed §
  Bladed Flail
  0
  1d6+1K
  0
  13
  §
  Flail
  0
  1d6K
  0
  9
  §
  War Flail
  0
  1d6K
  +1
  13
  §
  Unusual Melee Weapons
  Quarterstaff
  +1
  4d6N
  —
  13
  Lance
  0
  1 1/2d6K
  0
  13
  Long Weapon
  Shuriken/Darts
  0
  1/2d6K
  0
  4
  Can Be Thrown
  Whip
  0
  1d6K
  0
  9
  Range of 3"; can Grab
  Science Fiction Melee Weapons
  Electric Whip
  0
  1d6K Energy
  0
  9
  Range of 3"; can Grab
  Shock Prod
  0
  3d6 N E
  0
  6
  Vibro-blade
  +1
  1 1/2d6K AP
  0
  11
  †
  Energy Saber
  +1
  1 1/2d6K E
  +1
  11
  †
  †  +2 DC per 15 STR over STR Min
  §  +2 DC per 12.5 STR over STR Min
  
  HERO System Rulesbook
   203
  EXPLANATION OF TERMS FOR MELEE WEAPONS
  OCV: This is applied as a bonus or penalty against all
  attacks made with the weapon.
  Damage: This is the damage that the target will take
  from a successful attack. If the damage is normal, then the
  d6 are listed as “d6N”. Killing Attacks are listed as d6K.  All
  attacks do Physical damage, unless listed with an “E”, in
  which case they do energy damage. Armor Piercing is
  abbreviated AP; Explosion is abbreviated EX; No Normal
  Defense NND. For a complete description of how these
  work, see Power Advantages.
  STUN x: This is the STUN Multiplier, and should only be
  used for Killing Attacks. When the STUN Multiplier d6-1 is
  rolled,the character should apply the weapon’s STUNx
  modifier. If the Hit Location optional rule is being used, the
  character should determine the STUNx according to the
  Hit Location, and then add the weapon’s STUNx. For
  example, if a character with a War Flail (STUNx = +1) hit
  an opponent in the head, the total STUNx would be +6.
  STR Min: STR Minimum. For STR Min, see above.
  Notes: This catch-all category includes any statistics
  that aren’t listed elsewhere.
  EXPLOSIVES
  Characters in HERO games may occasionally (or fre-
  quently) want to use explosives: blowing up a dam,
  rescuing innocents trapped under a rockslide, blowing the
  alien invader into the stratosphere — the possibilities are
  limitless.
  The following is a list of common explosives that might
  be found in a HERO universe.  To hit with an explosive, the
  attacker need only hit the target hex — not the target
  himself.  Each explosive is listed below with the amount of
  damage, type of damage, cost, and weight.  These are
  only estimates; the exact damage would vary according to
  the shaping of the charge, nearby structures, etc.  The
  type of explosive can also affect the damage: Black
  Powder is a less efficient explosive than dynamite, which
  is itself outperformed by Plastique.  GMs should add or
  subtract damage if the explosive being used is somehow
  extraordinary.
  EXPLOSIVES
  Explosive
  Damage
  Notes
  Fragmentation Grenade
  2d6K EX
  Concussion Grenade
  6d6 EX
  Dynamite (1 stick)
  5d6 EX
  Dynamite (2 sticks)
  7d6 EX
  Dynamite (4 sticks)
  9d6 EX
  Nitroglycerine (1 Liter)
  12d6 EX
  Gas Tank (12 Liters)
  15d6 EX
  Mortar Round
  4d6K EX
  Howitzer Round
  5d6K EX
  Loses 1 DC
  per 2 hexes
  Heavy Bomb
  6d6K EX
  Loses 1 DC
  per 3 hexes
  ARMOR
  Characters may want to wear armor to partially or wholly
  protect themselves from damage.  Personal armor can
  range from a policeman’s kevlar vest to a knight’s plate
  hauberk.  Most armor functions as both PD and ED, although
  it is possible for armor to protect only against one category
  of attacks.  All the body armor shown is fully resistant,
  although a character could have armor that was nonresistant
  (like a padded suit).
  The protective value of armor is based on the material it is
  constructed from, and the skill with which it was put together.
  Armor is often heavy, although high-tech armor can be
  lightweight.  Most armor only covers a portion of the body, so
  it is only effective some of the time (see Sectional Defenses).
  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
  3 †
  Kevlar
  5 †
  Heavy Kevlar
  7 †
  Science fiction Armor
  Defense
  Light Reflect
  +3 ED §
  Full Reflect
  +6 ED §
  Advanced Polymers
  9 †
  Hardened Ceramics
  10 †
  †  x1/2 Listed Mass
  §  x1/4 Listed Mass
  SHIELDS
  Shields protect a character by raising his DCV from
  attacks to the front.  A shield is assumed to be “in the way”
  even when a character isn’t doing a Block maneuver.  If a
  character does a Block maneuver he can add his Shield DCV
  bonus to his OCV.
  Shield
  DCV
  Weight
  STR Min
  Small Shield
  +1
  2
  5
  Normal Shield
  +2
  4
  13
  Large Shield
  +3
  7
  18
  
  HERO System Rulesbook
  204
       BUYING
  WEAPONS AND ARMOR
  SUPERHEROIC CAMPAIGNS
  In superheroic campaigns, weapons and armor are simply
  special effects for Powers, and must be bought with Charac-
  ter Points, like any other Powers.  If a character wants to
  simulate a specific type of weapon or armor, he should buy
  it with Limitations and Advantages so that it performs iden-
  tically to the weapon or armor on the weapon chart.  Most
  guns are Ranged Killing Attacks, with the Limitations Charges
  and Focus.  Similarly, armor is simply Armor with the Limita-
  tion Focus,  and perhaps Activation.  If the character wants
  to improve the accuracy of the weapon, he should buy
  Combat Skill Levels or Range Skill Levels with the appropri-
  ate Limitations (see Skills).  Either weapons or armor can be
  built with the Limitation Independent, but in this case the
  points are gone forever, and if the character loses the
  weapon or armor he will have to pay the points again (see
  Independent).  For more information on appropriate Limita-
  tions and Advantages, see Power Modifiers.
  Example: The supervillain Sniper wants to have a M16
  Assault Rifle with one clip of ammunition.  Looking at the
  M16 on the weapon list, the M16 is a 2d6-1 Killing Attack,
  +2 OCV, +1 vs.  Range Mods, with a 30 shot clip and the
  Advantage “Autofire”.  To determine the price for this,
  Sniper simply determines what it would cost to buy an
  identical Power.  The 2d6-1 RKA costs 25 points.  To
  receive +2 OCV is the same as buying 2 Combat Levels.
  Since these Combat Levels will have Limitations, they
  must be 5 point levels, so they cost 10 points.  The Range
  Level costs 3 points.  Thus the base cost is 25 + 10 + 3
  = 38.  The M16 has the Advantage of 30 Charges (+1/4).
  The Active Cost is 38 x ( 1 + 1/4) = 47. Sniper now applies
  Limitations. The gun will be an Obvious Accessible
  Focus (-1).  Sniper doesn’t want the Independent Limita-
  tion, so  the Real Cost is 47 / (1 + 1) = 23.
  ARMOR WEIGHT CHART (KG)
  Defense
  8-
  9-
  10-
  11-
  12-
  14-
  15-
  Full coverage
  1
  .9
  1.3
  1.8
  2.2
  2.6
  3.1
  3.3
  3.5
  2
  1.3
  1.9
  2.5
  3.1
  3.8
  4.4
  4.8
  5.0
  3
  1.8
  2.6
  3.5
  4.4
  5.3
  6.1
  6.7
  7.0
  4
  2.5
  3.8
  5.0
  6.3
  7.5
  8.8
  9.5
  10.0
  5
  3.5
  5.3
  7.0
  8.8
  10.5
  12.3
  13.3
  14.0
  6
  5.0
  7.5
  10.0
  12.5
  15.0
  17.5
  19.0
  20.0
  7
  7.0
  10.5
  14.0
  17.5
  21.0
  24.5
  26.6
  28.0
  8
  10.0
  15.0
  20.0
  25.0
  30.0
  35.0
  38.0
  40.0
  9
  14.0
  21.0
  28.0
  35.0
  42.0
  49.0
  53.2
  56.0
  10
  20.0
  30.0
  40.0
  50.0
  60.0
  70.0
  76.0
  80.0
  HEROIC CAMPAIGNS
  In Heroic Campaigns, characters can buy normal weap-
  ons with money.  This includes all the weapons on the charts
  above, although some weapons may be hard to locate.  (Or
  impossible, a character couldn’t find a Taser in a fantasy
  setting, for example.)
  Heroic characters who want to build special weapons or
  armor, like magic weapons, will have to pay Character
  Points.  What follow are some guidelines for building special
  weapons in a heroic campaign.  GMs should note that none
  of these Limitations necessarily apply in all cases.  For
  example, a wizard could enchant a suit of armor so that it
  could never be removed from its wearer against his will.
  Such a suit would not be bought with the Limitation Focus.
  SPECIAL LIMITATIONS
  These are Limitations that characters in heroic campaigns
  can use when constructing special weapons.  They should
  not be used in superheroic campaigns.
  WEAPON LIMITATIONS
  STR Min
  Limitation
  Base STR Min = (Active Points/3)
  -3/4
  Base STR Min = (Active Points/2)
  -1
  Limitation Modifiers Limitation
  STR Min -10 +1
  STR Min -5
  +1/2
  Base STR Min
  -0
  STR Min +5
  -1/2
  STR Min Can’t add damage
  -1/2
  Weapon Type
  Limitation
  1 Handed Weapon
  -0
  1 1/2 Handed Weapon
  -1/4
  2 Handed Weapon
  -1/2
  ARMOR LIMITATIONS
  MassLimitation
  No Mass
  -0
  Half Mass
  -1/2
  Normal Mass -1
  Double Listed Mass
  -1 1/2
  Real Armor
  -1/4
  
  HERO System Rulesbook
   205
  Base Limitations: OAF (-1), Independent (-2), Has a
  STR Min (-3/4), and Can’t add damage with STR Min
  (-1/2).
  Choose one of each Limitation:
  STR Min: STR Min -10 (1 less Limitation), STR Min  -5 (1/
  2 less Limitation), STR Min as calculated (0), STR Min
  +5 (-1/2)
  Charges: (Limitation to define size of clip)
  Weapon Type: 1 Handed Weapon: Pistols (0), 1 1/2
  Handed Weapon (-1/4), 2 Handed Weapon: Rifle (-1/
  2)
  The STR Min is defined for a weapon using all of its
  Advantages. Autofire Weapons are -5 STR Min fired single
  shot. A 2 handed weapon has a -5 STR Min.  A 1 1/2 Handed
  Weapon has a +2 STR Min when used with 1 hand. A 1
  handed weapon is -3 STR Min when used with 2 hands. A
  Braced Weapon is -5 STR Min. A weapon on a Bi-Pod is -10
  STR Min. A weapon on a tripod or mount should not buy STR
  Min.
  The character takes a -1 OCV for every 5 pts. the STR Min
  exceeds the character’s STR. The Character takes a 1d6
  Normal attack for every 10 pts. the STR Min exceeds the
  character’s STR.
  ARMOR
  Most armor is built with the OIF, Independent,Real Armor,
  and Mass Limitations. The final value for the Limitations are
  modified  by the Armor’s actual mass and coverage.
  ARMOR COVERAGE
  Protects
  Weight
  Locations
  Limitation
  (kg)
  Example
  12-13
  -2
  10
  Short Vest
  11-13
  -1 1/2
  15
  Standard Vest
  10-13
  -1 1/4
  20
  Cap, Long Vest
  4-5, 9-13
  -1
  25
  Helmet, Jacket
  3-5, 9-14,16-18 -3/4
  30
  Full Coverage
  Helmet,Long
  Jacket, High
  Boots
  3-5, 7-14,16-18 -1/2
  35
  Full Coverage
  Helmet, Long
  Jacket with
  Sleeves, High
  Boots
  3-14, 16-18
  -1/4
  38
  Full Coverage
  Helmet, Long
  Jacket with
  Gauntlets, High
  Boots
  The Real Armor Limitation means that the armor must be
  put on and taken off like real armor, it may restrict the
  wearer’s ability to swim, it will get muggy in a hot climate, etc.
  The Mass Limitation means that a full coverage suit of
  armor has a mass based on the armor’s largest defense.
  The base mass is equal to 2.5 kg.  at DEF 2, and doubles for
  every +2 DEF. If the defense is an odd number then use a
  base mass of 3.5 kg. at DEF 3, and doubles for every +2 DEF.
  MELEE WEAPONS
  Most melee weapons are built from with the OAF, Inde-
  pendent, and Has a STR Min (Active Pts./2) Limitations.  The
  final value for the limitations are modified, however, by the
  weapon’s actual STR Min, Weapon Type, and if the weapon
  can be thrown.
  To build a melee weapon, find the Active Cost of the attack
  and apply the following modifiers.
  Base Limitations: OAF (-1), Independent (-2), and Has a
  STR Min (-1).
  Choose one of each Limitation:
  STR Min: STR Min -10 (1 less Limitation), STR Min -5 (1/
  2 less Limitation), STR Min as calculated (0), STR Min
  +5 (-1/2).
  Weapon Type: 1 Handed Weapon: (0), 1 1/2 Weapon  (-
  1/4), 2 Handed Weapon (-1/2).
  Weapon can be thrown: +1/2 Advantage (Melee only
  Weapon is +0).
  The STR Min of a 1 1/2 Handed Weapon is -2 less than
  calculated when used in 2 hands.  A character may add 1
  Damage Class to a melee weapon for every 5 points his STR
  exceeds the weapon’s STR Min.  The DamaGE CLASS OF
  THE weapon may never be more than doubled for excess
  STR, Combat Levels, and Maneuver Bonuses.
  MUSCLE-POWERED RANGED WEAPONS
  Most muscle-powered ranged weapons are built with the
  OAF, Independent, 2 Handed Weapon, 1 Recoverable
  Charge, Concentrate at 1/2 DCV, and Has a STR Min (Active
  Pts./2) and Can’t add damage with STR Min Limitations.  The
  final value for the limitations are modified, however, by the
  weapon’s actual STR Min.
  To build a muscle-powered ranged weapon, find the
  Active Cost of the attack and apply the following modifiers.
  Some muscle-powered weapons (like crossbows) take a
  full phase to load and use the Extra Time Limitation; but,
  since a Crossbow can be carried loaded the Limitation is
  halved.
  Base Limitations: OAF (-1), Independent (-2), 2 Handed
  Weapon (-1/2), 1 Recoverable Charge (-1 1/4),
    Concentrate to 1/2 DCV (-1/2), Has a STR Min (-1), and
  Can’t add damage with STR Min (-1/2).
  Choose one of each Limitation:
  STR Min: STR Min -10 (1 less Limitation), STR Min -5 (1/
  2 less Limitation), STR Min as calculated (0), STR Min
  +5 (-1/2)
  May also have: Takes a Full Phase (-1/2)
  A character may not use a muscle-powered ranged weapon
  unless his STR equals or exceeds the STR Min of the
  weapon.
  GUNS
  Most guns are built with the OAF, Independent, Charges
  (to represent the size of the clip), Has a STR Min (Active Pts./
  3) and Can’t add damage with STR Min Limitations.  The final
  value for the limitations are modified, however, by the gun’s
  actual STR Min.
  To build a gun find the Active Cost of the attack and apply
  the following modifiers.
  
  HERO System Rulesbook
  206
  To build armor, find the Active Cost of the defense and
  apply the following modifiers.
  Base Limitations: OIF (-1/2), Independent (-2), Real
  Armor (-1/4), and Mass (-1).
  Choose one of each Limitation:
  Mass: No Mass (1 less Limitation), x1/2 Mass (1/2 less
  Limitation), x1 Mass (0), x2 Mass (-1/2)
  Coverage: See above
  SHIELDS
  Most shields are built from with the OAF, Independent,
  and Has a STR Min (3 + 5x the DCV bonus) Limitations.  The
  final value for the Limitations are modified, however, by the
  shield’s actual STR Min.
  To build a shield find the Active Cost of the Levels on DCV
  (5 pts.  per +1 DCV) and apply the following modifiers.
  Base Limitations: OAF (-1), Independent (-2), and Has a
  STR Min (-1).
  Choose one of each Limitation:
  STR Min: STR Min -5 (1/2 less Limitation), STR Min as
  calculated (0), STR Min +5 (-1/2)
  As the characters play in the campaign, they improve by
  learning from their experiences.  The GM should give each
  character Experience Points to reflect the time the character
  spent improving his physical condition, learning new Skills,
  improving old ones, or buying off Disadvantages.
  Experience Points work like Character Points in all ways.
  Experience Points are just Character Points that the charac-
  ter obtains from adventuring.
  A character usually spend Experience points between
  adventures.  However, the GM may allow a character to learn
  a new skill during an adventure.  For example, Randall could
  “just figure out” how to fly a DC 3 as it’s spiraling downward
  into the ocean.  Some skills may require a fair amount of time
  in the campaign to learn, while others would require that the
  character be trained under an instructor.  The character may
  have to go off the beaten path to find a teacher in some of the
  more esoteric Skills or Talents.
  The GM must carefully consider how many Experience
  Points to give out after each adventure.  If the GM gives out
  too few points, then the characters and the campaign be-
  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
  The adventure was difficult
  +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
  The adventure was a resounding success
  +1 point
  Characters role played very poorly
  -1 point
  The adventure was a terrible failure
  -1 point
  EXPERIENCE
  
  HERO System Rulesbook
   219
  Combat Maneuvers
  Maneuver
  Phase OCVDCV
  Effect
  Block
  1/2
  —
  +0
  stops attacks, abort
  Brace
  0
  +2
  1/2
  +2 to offset Range
  Penalties only
  Disarm
  1/2
  -2
  0
  can disarm target; attacker
  gets STR vs. STR Roll
  Dodge
  1/2
  —
  +3
  vs. all attacks, abort
  Grab
  1/2
  -1
  -2
  grab, do STR
  Haymaker
  1/2$
  0
  -5
  x1 1/2STR before Pushing
  Move By
  1/2
  -2
  -2
  STR/2 + v/5; attacker
  takes 1/3 damage
  Move Through
  1/2
  -v/5
  -3
  STR + v/3; attacker takes
  1/2 or full dmge
  Set
  1
  +1
  +0
  Strike
  1/2
  +0
  +0
  STR or weapon type
  Other  Attacks
  1/2
  +0
  +0
  Range 0-4 5-8 9-16 17-32 33-64
  65-128
  RMod
  0
  -2
  -4
  -6
  -8
  -10
  BaseOCV(DEX/3): ___
  BaseDCV(DEX/3):___
  Adjustment +___
  Adjustment +___
  Final OCV =___ Final DCV = ___
  Levels:
  DEX: ___ SPD: ___
  ECV(EGO/3): ___
  Phases: 1
  2
  3
  4
  5
  6
  7
  8
  9 10 11
  PD/rPD: _____
  ED/rED: _____
  END: _____
  STUN: _____
  BODY: _____
  3d6
  Loc
  StunX NStun Bodyx CV Arm
  3-5
  Head
  x5
  x2
  x2
  -8
  __
  6
  Hands
  x1
  x1/2
  x1/2
  -6
  __
  7-8
  Arms
  x2
  x1/2
  x1/2
  -5
  __
  9
  Shlders
  x3
  x1
  x1
  -5
  __
  10-11
  Chest
  x3
  x1
  x1
  -3
  __
  12
  Stomach x4
  x1 1/2
  x1
  -7
  __
  13
  Vitals
  x4
  x1 1/2
  x2
  -8
  __
  14
  Thighs
  x2
  x1
  x1
  -4
  __
  15-16
  Legs
  x2
  x1/2
  x1/2
  -6
  __
  17-18
  Feet
  x1
  x1/2
  x1/2
  -8
  __
  Height: ____ Race: ____ Weight: ____
  Age: ____
  Sex: ____
  Description:
  Name:
  Player:
  Val Char
  Base Cost
  Max Pts.
  ___ STR ....................
  10
  x1
  ___
  ___
  ___ DEX....................
  10
  x3
  ___
  ___
  ___ CON ...................
  10
  x2
  ___
  ___
  ___ BODY .................
  10
  x2
  ___
  ___
  ___ INT .....................
  10
  x1
  ___
  ___
  ___ EGO ...................
  10
  x2
  ___
  ___
  ___ PRE....................
  10
  x1
  ___
  ___
  ___ COM...................
  10
  x1/2
  ___
  ___
  ___ PD (STR/5) ................. ___
  x1
  ___
  ___
  ___ ED (CON/5) ................ ___
  x1
  ___
  ___
  ___ SPD (1+DEX/10) ....... ___
  x10
  ___
  ___
  ___ REC (STR/5)+(CON/5) ___
  x2
  ___
  ___
  ___ END(CONx2)............. ___
  x1/2
  ___
  ___
  ___ STUN(BODY)+
   (STR/2)+(CON/2) ........ ___
  x1
  ___
  ___
  Character Cost:
  CHA Roll=9+CHA/5
  STR Roll: _____ DEX Roll: _____
  INT Roll: _____ EGO Roll: _____
  PER Roll (9+INT/5):
  Run(6"): _____ Swim(2"): _____
  Jump(L/H):
  Disadvantages
  Base (__)+Pts.
  Experience
  Disadvantages Total:  ___
  Experience Spent +  ___
  Total Cost = ___
  Name
  OCV/RMod
  Dmg/Stunx
  /
  /
  /
  /
  Skill/Talent/
  Pts.
  Perk/Power
  END/Roll
  :Skills Cost
  +Char Cost
  =Total Cost
  STR Min Notes
  
SOURCE: textdata/thevault/Hero System/Hero System - Hero Short Rules.pdf