Professional Documents
Culture Documents
II
of. The HERO System Advanced Player’s Guide expands on those rules, offering
H H
more information and options for dedicated HERO System gamers.
But if even that’s not enough for you, The HERO System Advanced Player’s
Guide II contains even more new rules, optional and variant rules, and rules
+10 STR
expansions for your HERO System games! It includes: +5 DEX
HKA 1d6
H rules for resolving Skill use like combat, and for changing combat to work Blast 10d6
like the Skill system
H new Powers including Extradimensional Space, Object Creation, Probability
Alteration, Replay, and Time Stop
H Social Combat rules and guidelines, including three sample systems ready
for use in any campaign Perception
Skill Quality
H expanded Focus creation rules
With the Advanced Player’s Guide II, it’s even more fun to Be A Hero!
Probability Alteration
Time Stop
978-1-58366-138-3
HERO DOJHERO1009
Running +6m
Leaping +4m
GAMES
II
of. The HERO System Advanced Player’s Guide expands on those rules, offering
H H
more information and options for dedicated HERO System gamers.
But if even that’s not enough for you, The HERO System Advanced Player’s
Guide II contains even more new rules, optional and variant rules, and rules
+10 STR
expansions for your HERO System games! It includes: +5 DEX
HKA 1d6
H rules for resolving Skill use like combat, and for changing combat to work Blast 10d6
like the Skill system
H new Powers including Extradimensional Space, Object Creation, Probability
Alteration, Replay, and Time Stop
H Social Combat rules and guidelines, including three sample systems ready
for use in any campaign Perception
Skill Quality
H expanded Focus creation rules
With the Advanced Player’s Guide II, it’s even more fun to Be A Hero!
Probability Alteration
Time Stop
978-1-58366-138-3
HERO DOJHERO1009
Running +6m
Leaping +4m
GAMES
ADVANCED
PLAYER’S GUIDE
II
H
THE HERO SYSTEM
ADVANCED
PLAYER’S GUIDE
AUTHOR
II
Steven S. Long
SPECIAL THANKS:
ADDITIONAL CONTRIBUTIONS As always, special thanks to the Hero
Marc Blumberg fans who’ve posted suggestions for what
should go in this book, offered ideas for
EDITING AND DEVELOPMENT
a new or variant rule on our message
Darren Watts
boards, or have otherwise helped to
LAYOUT AND GRAPHIC DESIGN make the HERO System an even better
Bill “Electric Boogaloo Bunny” Keyes game. Special thanks also to Geoff
Speare for probability chart preparation.
COVER ART
Bill Keyes
HERO SystemTM ® is DOJ, Inc.’s trademark for its roleplaying system. No part of this book may be reproduced or transmitted in any form
HERO System Copyright © 1984, 1989, 2002, 2009 by DOJ, Inc. d/b/a Hero Games. All rights or by any means, electronic or mechanical, including photocopying,
reserved. recording, or computerization, or by any information storage and
Champions, Dark Champions, and all associated characters © 1981-2008 Cryptic Studios, Inc. retrieval system, without permission in writing from the Publisher:
All rights reserved. “Champions” and “Dark Champions” are trademarks of Cryptic Studios, Inc. DOJ, Inc., 226 E. 54th Street, #605, New York, NY 10022-48541.
“Champions” and “Dark Champions” are used under license from Cryptic Studios, Inc. Printed in the U.S.A. First printing August, 2011.
Star Hero Copyright © 2002, 2011 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Produced and distributed by DOJ, Inc. d/b/a Hero Games.
Fantasy Hero Copyright © 2003, 2010 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Stock Number: DOJHERO1009
Pulp Hero Copyright © 2005 by DOJ, Inc. d/b/a Hero Games. All rights reserved. ISBN Number: 978-1-58366-138-3
Justice Inc. and Danger International Copyright © 2002 by DOJ, Inc. d/b/a Hero Games. All rights http://www.herogames.com
reserved.
TABLE OF CONTENTS
Introduction.......................................................... 4 Swimming...................................................... 36 MENTAL COMBAT................................................ 69
Takes No STUN.............................................. 36 ENTERING MENTAL COMBAT.............................. 69
CHAPTER ONE Telekinesis..................................................... 37 MENTAL FIGHTING............................................. 69
CHARACTERISTICS, SKILLS, PERKS, & TALENTS Telepathy....................................................... 37 COMBAT MODIFIERS.......................................... 71
CHARACTERISTICS................................................ 6 Teleportation.................................................. 37
General Rules................................................... 6 COMBAT MANEUVERS....................................... 72
Time Powers ................................................. 38
Strength........................................................... 6 Transform...................................................... 42 MENTAL DAMAGE.............................................. 73
Perception As A Characteristic........................... 6 Tunneling....................................................... 42 MIND-TO-MIND COMBAT................................... 73
Speed.............................................................. 8 Naked Advantages.......................................... 43 Basic Mental Maneuvers................................. 75
SKILLS.................................................................. 9 Alternate Combat Value................................... 43 Advanced Mental Maneuvers........................... 77
GENERAL RULES................................................. 9 Area Of Effect................................................. 43 Mental Combat Styles..................................... 78
Skill Difficulty System........................................ 9 Attack Versus Alternate Defense...................... 43 SOCIAL COMBAT................................................. 79
Skill Quality.................................................... 10 POWER ADVANTAGES.......................................... 43 THE BASICS OF SOCIAL COMBAT....................... 79
SPECIFIC SKILLS................................................ 11 Autofire.......................................................... 44 Initial Considerations....................................... 79
Breakfall........................................................ 11 Cumulative..................................................... 44 Implications And Consequences...................... 81
Defense Maneuver.......................................... 11 Damage Over Time......................................... 44 Other Factors Affecting Social Combat............. 82
Martial Arts.................................................... 14 Delayed Effect................................................ 45 EXAMPLE SOCIAL COMBAT SYSTEMS................ 83
Penalty Skill Levels......................................... 14 Does Knockback............................................. 46 Skill Social Combat......................................... 83
Power............................................................ 14 Double Knockback.......................................... 46 Social Combat Maneuvers............................... 85
Two-Weapon Fighting..................................... 14 Impenetrable.................................................. 46 Talent Social Combat...................................... 93
Weapon Familiarity......................................... 14 MegaScale..................................................... 46 THE SPEED ZONE................................................ 97
Combat Luck.................................................. 16 Penetrating.................................................... 46 FAST AND SLOW PERCEPTIONS......................... 97
Danger Sense................................................. 16 Persistent....................................................... 46 The Slow Point Of View (POV).......................... 97
Universal Translator........................................ 16 Personal Immunity.......................................... 47 The Fast Point of View (POV)
TALENTS............................................................. 16 Time Limit...................................................... 47 And The Speed Zone............................. 100
Trigger........................................................... 47 ENTERING THE SPEED ZONE............................ 104
CHAPTER TWO Usable As [Second Mode Of Movement]........... 47 Buying Speed Zone Extra-Dimensional
POWERS, POWER MODIFIERS, Usable On Others........................................... 47 Movement............................................. 104
& COMPLICATIONS Variable Advantage......................................... 48 How The Speed Zone Works.......................... 105
POWERS.............................................................. 18 Ablative.......................................................... 49 OTHER “ZONES”.............................................. 108
Adjustment Powers......................................... 18 Charges......................................................... 49 The Mind Zone............................................. 108
Attack Powers................................................ 20 Gestures, Incantations.................................... 49 The Mystic (Or Astral) Zone........................... 108
Defense Powers............................................. 21 Linked............................................................ 49
Mental Powers............................................... 21 Psionic (-½).................................................... 49 CHAPTER FOUR
Movement Powers.......................................... 22 POWER LIMITATIONS........................................... 49 ENVIRONMENT AND EQUIPMENT
Absorption...................................................... 22 Unified Power................................................. 50 THE ENVIRONMENT........................................... 110
Aid................................................................. 22 Variable Limitations........................................ 50 FALLING.......................................................... 110
Barrier........................................................... 23 General Rules................................................. 51 ENVIRONMENTAL EFFECTS.............................. 110
Change Environment....................................... 24 Accidental Change.......................................... 51 Disease And Illness....................................... 110
Characteristics............................................... 24 Enraged/Berserk............................................. 51 Sleep And Sleep Deprivation.......................... 112
Clairsentience................................................. 24 COMPLICATIONS................................................. 51 ATTACKING AND DESTROYING LARGE OBJECTS.113
Clinging......................................................... 24 Psychological Complication............................. 53 Automatons.................................................. 114
Damage Negation........................................... 25 Vulnerability................................................... 54 Computers................................................... 114
Darkness........................................................ 25 Weapons...................................................... 114
Deflection....................................................... 25 CHAPTER THREE
COMBAT AND ADVENTURING Armor And Shields........................................ 114
Desolidification............................................... 25
ENTERING COMBAT & FIGHTING.......................... 56 EQUIPMENT....................................................... 114
Dispel............................................................ 26
Drain (and Suppress)...................................... 26 Aborting An Action.......................................... 56 EXPANDED FOCUS RULES................................ 115
Duplication..................................................... 26 COMBAT SKILLS SYSTEM................................... 56 Focus Defense............................................. 115
Enhanced Senses........................................... 26 Characteristics............................................... 56 Focus BODY................................................. 116
Entangle......................................................... 26 Skills.............................................................. 57 Focus Size.................................................... 116
Extradimensional Space.................................. 27 Combat.......................................................... 59 Focus Mass.................................................. 117
Flash............................................................. 28 Focus Applicability........................................ 118
COMBAT MODIFIERS & MANEUVERS.................. 60
Growth........................................................... 29 “Realness” Of A Focus.................................. 120
COMBAT MODIFIERS.......................................... 60 Determining The Final Value Of Focus............ 120
Hand-To-Hand Attack..................................... 29 COMBAT MANEUVERS....................................... 60
Healing.......................................................... 29 Block............................................................. 60 APPENDIX
Images........................................................... 29 Grab.............................................................. 61 INDEX
Invisibility....................................................... 29 Grab By.......................................................... 61 INDEX................................................................ 121
Killing Attack.................................................. 29 Haymaker....................................................... 61
Luck.............................................................. 30 Multiple Attack............................................... 62
Mental Illusions.............................................. 31 Throw............................................................ 62
Mind Control.................................................. 31 Trip................................................................ 62
Mind Link....................................................... 31 Choke............................................................ 62
Mind Scan...................................................... 31 Dive For Cover................................................ 62
Multiform....................................................... 31 DAMAGE........................................................... 63
Object Creation............................................... 32 Adding Damage.............................................. 63
Probability Alteration....................................... 34 Taking Damage.............................................. 63
Reflection....................................................... 35 Effects Of Damage.......................................... 63
Regeneration.................................................. 35 NORMAL DAMAGE.......................................... 64
Resistant Protection........................................ 36 KILLING DAMAGE........................................... 65
Running......................................................... 36 Showdowns.................................................... 67
Skills.............................................................. 36
OTHER COMBAT RULES & EFFECTS.................... 67
Stretching...................................................... 36
Endurance...................................................... 68
Summon........................................................ 36
4 n Introduction Hero System 6th Edition
INTRODUC TION
I
f there’s any one fact about die-hard HERO Chapter Two, Powers, Power Modifiers, And
ABBREVIATIONS System fans that tends to be true, regardless Complications, has rules clarifications, options,
of campaign type or play style, it’s this: they and expansions for some of the most-used
This book uses the love rules, and tinkering with rules. They love elements of the HERO System. It includes some
following abbreviations expansions of existing rules, ideas for replacing new Powers, expanded rules for Psychological
to refer to other HERO one rule with another, optional new rules, and Complication, and information on some unusual
System books: variants of the current rules. For gamers like this, Power-Advantage combinations.
6E1: The HERO System who are always looking for ways to improve their
Chapter Three, Combat And Adventuring, is one
6th Edition, Volume I: games and making playing more enjoyable, all
of the largest in the book. In addition to new,
Character Creation the rules in The HERO System 6th Edition rule-
optional, and expanded rules for basic physical
book aren’t enough. And all the additional rules
6E2: The HERO System combat, it includes some advanced rules for
in The HERO System Advanced Player’s Guide
6th Edition, Volume II: Mental Combat and Social Combat. They’re ideal
aren’t enough. They also need The HERO System
Combat And Adventuring for campaigns that want to emphasize those forms
Advanced Player’s Guide II!
of character interaction, even when it’s not strictly
APG: The HERO System The “APG2” is just what you need if you’re
combative.
Advanced Player’s Guide looking for more detailed rules for some specific
aspect of HERO System play, where you feel like a Chapter Four covers Environment And Equipment.
FH: Fantasy Hero different approach to an important rule or section Among other things, it features an optional system
HSB: The HERO System of the rulebook will benefit your game, or if you of expanded rules for creating Foci that allows you
Bestiary simply enjoy reading and trying out new, optional, to more precisely define their BODY, defenses,
and variant rules. It’s divided into chapters based mass, and size.
HSEG: The HERO System on different game elements of the HERO System. All of the new rules (as opposed to clarifica-
Equipment Guide
Chapter One, Characteristics, Skills, Perks, And tions of existing rules) in APG2 are optional. The
HSG: The HERO System Talents, covers those four parts of the HERO GM isn’t required to use them if he doesn’t want
Grimoire System, including such things as an expanded STR to, and should consider them carefully before
Table, rules for Skill quality, and some additional allowing them in play. They may be just the
HSMA: HERO System thing for creating certain types of characters and
options for Danger Sense.
Martial Arts creatures for your campaign... or they may cause
HSS: HERO System serious game balance problems based on your
Skills style of play. Players should check with their GMs
before using any APG2 rules to build characters.
HSV: HERO System
Vehicles
SH: Star Hero
H C H A PTE R O N E
CHARACTERISTICS,
SKILLS, PERKS,
AND TALENTS
6 n Characteristics, Skills, Perks, And Talents Hero System 6th Edition
CHAR ACTERISTICS
H
ere are some new, expanded, and/or
optional rules for Characteristics.
Strength
1 APG 8-9 has an Expanded Strength Table that
provides information for STR up to 200. But for
some campaigns, even that’s not enough! Page 7
shows what the Strength Table looks like beyond
General Rules 200, in case you need to toss some planets around.
PERCEIVABILITY
6E1 124-26 discusses the perceivability of
Perception As A
Powers, and to some extent that information Characteristic
can apply to Characteristics and other game
elements as well. Characteristics aren’t “Obvious” Some abilities are vitally important in almost
in the same way that a Blast is, but for purposes any campaign, regardless of genre, time period,
of buying Power Modifiers such as Invisible or power level. One such is the ability to perceive
Power Effects and Perceivable, they’re considered things, be they dangers, clues, warnings, decep-
Obvious. tion, an assassin sneaking up from behind, or
something else. The HERO System determines
ADVANTAGES FOR CHARACTERISTICS whether a character perceives something through
Given the general structure of the HERO the use of Perception Rolls (see 6E2 7). A charac-
System rules, most Advantages bought for Char- ter’s PER Roll derives from his INT.
acteristics are naked Advantages. However, as However, given the importance of PER, for
always common sense and dramatic sense should some games it might be more balanced, and
be applied when you consider this issue, because create more variance among PCs, to remove this
some Advantages for Characteristics should function from INT and make Perception (PER)
function more like standard Advantages than a distinct Characteristic. This has the following
naked Advantages — typically they’re always in effects:
effect, don’t cost END to use, and so on. Resistant
PER becomes a separate Characteristic. PER
(+½) for PD and ED and Reduced Endurance
has a Base Value of 10; each +1 point of PER
for STR are two obvious examples. On the other
costs 1 Character Point.
hand, many “offensive” Advantages, such as Area
Of Effect or Penetrating for STR, are obviously calculatethe PER Roll normally from PER, the
standard naked Advantages and should be treated same way you determine INT Rolls from INT
as such. or EGO Rolls from EGO: 9 + (PER/5) or less.
Characters cannot buy the Inherent (+¼) Thus, a PER 10 character has a PER Roll of 11-;
Advantage for Characteristics. one with PER 23 has a 14- PER Roll.
CHARACTERISTIC MAXIMA
If a campaign uses Characteristic Maxima rules
for STR (or movement), you should calculate the
END cost as if the character had paid the normal
Character Point cost for the ability. For example,
if the cost of STR doubles at 15, a character with
STR 40 (which costs a total of 55 Character Points
due to the doubling) still only pays 4 END when
he uses his STR.
Hero System Advanced Player’s Guide II n Chapter One 7
1
Venus
(1.6 x 1012 tons)
395 12.5 ztons 79d6
235 3.2 ttons 47d6
400 25 ztons 80d6
240 6.4 ttons 48d6
405 50 ztons 81d6
245 12.5 ttons 49d6
410 100 ztons 82d6 Uranus,
250 25 ttons 50d6 Neptune
255 50 ttons 51d6 415 200 ztons 83d6
260 100 ttons 52d6 420 400 ztons 84d6
265 200 ttons 53d6 425 800 ztons 85d6 Saturn
270 400 ttons 54d6 430 1.6 yottatons 86d6
275 800 ttons 55d6 (1.6 x 1024 tons)
280 1.6 petatons 56d6 435 3.2 ytons 87d6 Jupiter
(1.6 x 1015 tons) 440 6.4 ytons 88d6
285 3.2 ptons 57d6 445 12.5 ytons 89d6
290 6.4 ptons 58d6 450 25 ytons 90d6
295 12.5 ptons 59d6 455 50 ytons 91d6
300 25 ptons 60d6 460 100 ytons 92d6
305 50 ptons 61d6 Very large 465 200 ytons 93d6
asteroid
470 400 ytons 94d6
310 100 ptons 62d6
475 800 ytons 95d6
315 200 ptons 63d6
480 1.6 x 10 tons
27
96d6
320 400 ptons 64d6
485 3.2 x 1027 tons 97d6 The Sun
325 800 ptons 65d6 (Sol)
330 1.6 exatons (1.6 66d6 490 6.4 x 1027 tons 98d6 Neutron
x 1018 tons) star (max.)
335 3.2 exatons 67d6
495 12.5 x 1027 tons 99d6
340 6.4 exatons 68d6
500 25 x 1027 tons 100d6
345 12.5 exatons 69d6 Pluto
350 25 exatons 70d6
8 n Characteristics, Skills, Perks, And Talents Hero System 6th Edition
1
been found). latter method offers greater flexibility and char-
The benefit to redefining PER as a Character- acter differentiation, but makes it costlier to have a
istic is that it keeps INT from becoming too effec- high PER roll.
tive in the campaign, and offers characters more
ways to distinguish themselves. The drawback is
that characters now have to spend more Character Speed
Points on Characteristics, instead of deriving a A character cannot voluntarily reduce his SPD
PER Roll “for free.” If appropriate the GM might for just one thing (for example, for Uncontrolled,
consider reducing the cost of INT and/or PER to so he has to pay END less often per Turn) — if
½ Character Point per point, but that’s likely to he reduces his SPD that reduction applies across
make it too easy for characters to buy high INT the board. In the case of Uncontrolled specifically,
and PER. reducing SPD to reduce the number of times END
If PER becomes a Characteristic, then it can has to be paid “locks in” the SPD reduction; until
be affected with Adjustment Powers. However, the power runs out of END the character must
Draining a character’s PER doesn’t “blind” him stay at SPD 2 (or whatever he lowered his SPD to).
— characters can perceive most things without If a character has Limited SPD (APG 13) or
having to succeed with a PER Roll. Reduced (or “secondary SPD” (APG 15) and is affected with an
increased) PER simply makes it harder (or easier) Adjustment Power that applies to SPD, typically
to succeed with a PER Roll when one’s required. his “base” (i.e., non-Limited/primary) SPD is
what’s affected. Once that SPD has been Drained
to 0, Aided to its maximum value, or the like, any
such Adjustment Powers would then apply to the
Limited/secondary SPD. If the attacker is aware
that the target has Limited/secondary SPD, he
can choose to target that specifically instead of
the “base” SPD. Of course, the GM can alter these
rules based on common sense, dramatic sense,
and the nature of his setting. For example, in a
Fantasy world where it’s common for spellcasters
to buy extra SPD Only For Casting Spells (perhaps
through some sort of spell), a spell designed to
remove/weaken that ability might exist.
The Hero System Advanced Player’s Guide n Chapter One 9
SK ILL S
H
ere are some new, expanded, and/or Skill Roll: SV + 11 - 3d6 roll = the DV the
optional rules for Skills. character can succeed with
Example: If a character has Deduction 8, add
11 to that to get 19. Then roll 3d6 and subtract
1
that from 19; this tells you the DV he can succeed
with. For example, if the roll is 10, he can succeed
GENERAL RULES with (8 + 11 - 10 =) a DV 9 or easier task. If the
DV of the task is 9 or lower, he succeeds; if it’s a
DV 10 or higher task, he fails.
Skill Difficulty System If the character has SV 7 and rolls a 9, he can
succeed with (7 + 11 - 9 =) a DV 9 or lower task.
One of the “Toolkitting” text boxes on 6E1 55
discusses the possibility of converting the HERO To put it another way, if the character’s SV and
System’s Skill rules to function like the combat task’s DV are the same, the Skill Roll succeeds on
rules. This section of APG2 expands on those brief an 11-. For each point by which the character’s SV
notes for gamers interested in “harmonizing” Skill exceeds the task’s DV, increase that roll by 1; for
resolution and combat. each point by which the DV exceeds the charac-
ter’s SV, decrease it by 1.
SKILL VALUES If the character knows the DV of the task
In the Skill Difficulty system, a Characteristic- (which the GM is usually, but not always, willing
based Skill doesn’t have a Skill Roll. Instead, it has to reveal), he can also make the Skill Roll this way:
a Skill Value (SV), calculated as (Characteristic/3). 11 + SV - DV = number the character needs to roll
For example, a character with DEX 18 wouldn’t to succeed.
have Acrobatics 13- and Lockpicking 13-, he’d A result of 3 on a Skill Roll always succeeds,
have Acrobatics 6 and Lockpicking 6. The cost of and may entitle the character to some extra benefit
the base Skill remains the same (such as 3 Char- or advantage. A result of 18 always fails, and may
acter Points for Acrobatics or 2 Character Points cause the character to incur some disadvantage.
for one category of Navigation); each +1 SV with a In a Skill Versus Skill Contest, the DV of the
Skill costs +2 Character Points. task is the SV the character resisting the attempt
Skills that don’t have rolls continue to function has in the Skill he’s using. For example, if a char-
the same way as in the standard rules, and have acter with Stealth 6 wants to sneak past a guard
the same cost. However, Skill Levels provide +1 SV who has a PER Value of 8, the DV of the charac-
with the relevant Skills, rather than +1 to the roll. ter’s Stealth roll is 8.
A Familiarity with a Skill is SV 1, and costs 1
Character Point; a Proficiency is SV 2, and costs 2
Character Points.
In the Skill Difficulty system, Characteristic
DIFFICULTY VALUES
Values and PER Values are calculated and used the DV Difficulty Of Task
same as SVs. For example, a character with INT 15
has an INT Value of 5 and a PER Value of 5. 1-4 Routine
5-8 Easy
DIFFICULTY VALUES AND TASK RESOLUTION
Any time a character uses a Skill, the GM must 9-12 Difficult
assign a Difficulty Value (DV) to the task. The 13-16 Extremely Difficult
higher the DV, the more difficult the task is, as 17 or more Sheer Folly
indicated in the accompanying table.
Whether a character succeeds with an attack is
determined by a Skill Roll made with 3d6. All Skill
Rolls, regardless of the task being attempted, are
resolved as follows:
10 n Characteristics, Skills, Perks, And Talents Hero System 6th Edition
1
“lesser” school. Libraries boast about how many
impose a +1 to +5 DV penalty.
books they have, since the larger their collection
ADAPTING OTHER COMBAT RULES the more one can learn there. Professors perceived
In addition to changing Skill Rolls to function as being “better” get higher salaries and more
like Attack Rolls, the GM can also adapt other acclaim. In a novel or movie, an apprenticeship
aspects of the combat rules into the Skill Difficulty with Garadon, Grand Wizard of Vestria, is a better
system. For example: opportunity for a character than studying with
the local hedge magician, and a Mark XII Tutorial
you could use the Coordination rules to Computer has far better pedagogical abilities than
represent groups of characters tackling a a Mark VIII.
task requiring a lot of effort or time. The GM Not all of these perceptions are necessarily
assigns the task an amount of “STUN damage” true — a highly-paid professor might earn his
representing its difficulty — the harder the salary as a great researcher or fundraiser but be a
task, the more “STUN” it has. Any character poor teacher, for example. Nevertheless, it seems
who succeeds in Coordinating can contribute reasonable to assume that a character’s likely
to the overall effort. Any Coordinated char- to learn more when he uses “better” methods,
acter who succeeds with his Skill Roll then rolls goes to “better” places of learning, and so forth.
a number of dice equal to his SV and counts Conversely, a character with limited access to
the Normal Damage STUN. That amount teachers and learning materials probably can’t
reduces the “STUN” of the task. When the learn as much as one with “better” opportunities.
task’s “STUN” reaches 0, the characters have The standard HERO System rules don’t reflect
successfully completed it. On the other hand, a this. They focus on what the character’s roll is, not
failed Skill Roll may mean the character has to how he acquired that roll (though HSS 26-29 does
roll some dice and add that amount to the task’s have rules for learning Skills). But for roleplaying
“STUN” — his failure has caused problems and and background development purposes it may
made things more difficult. help some characters to have rules and guidelines
the GM could convert various positive Skill describing how the quality of a character’s learning
modifiers into “Skill Difficulty Maneuvers.” experiences and opportunities affects his Skill
For example, Take Extra Time and Extensive Rolls.
Knowledge could be thought of and used as Under the standard HERO System rules,
Maneuvers. tasks are organized into six categories based
on difficulty: Routine; Easy; Average; Difficult;
you can adapt the Unfamiliar Weapon Combat Extremely Difficult; and Sheer Folly. It’s assumed
Modifier as Unfamiliar Skill, giving a character that all characters are trained to an “Average” level,
the chance to attempt nearly any task with any allowing them to perform Average tasks without
Skill using the appropriate Characteristic Value penalty, easy tasks with a bonus, and difficult
with a -3 (or greater) SV penalty (plus any tasks at a penalty. By using these difficulty levels
other applicable negative modifiers for things to define the quality of a character’s training, you
like the difficulty of the task). can determine how easily a character can complete
Alternately, a GM willing to do a little extra certain tasks.
work could establish differing Unfamiliar Skill The GM determines the training quality of any
penalties for each Skill to represent how diffi- given source from which a character can learn
cult he thinks each Skill is to use — Skills that a Skill. An excellent university might be able to
are “more technical” or involve “more training” train characters to have Extremely Difficult quality
would have higher penalties than Skills nearly Skills, whereas a lesser one can only train them
anyone can pick up given time or talent. For to Difficult level. As a result, a character trained
example, consider the Skill learning categories at the latter university will suffer greater penalties
on HSS 29 — perhaps Easy Skills have a -2 when performing some tasks than the character
who studied at the better institution. (In a sense,
Hero System Advanced Player’s Guide II n Chapter One 11
you can think of the higher levels of training his tribe into battle. Before the fight he gives a
quality as equivalent to a form of the standard rousing speech to increase morale. Any typical use
“extensive knowledge of the subject” Skill modifier of Oratory is an Average task, and the GM rules
discussed on 6E1 58, HSS 33, and APG 24.) that this use of the Skill fits that guideline. Since
If the GM uses the Skill Quality rules, charac- Gorgak’s been trained to Difficult standards, he
ters should indicate the type of training they’ve gets a +1 to +3 bonus (the GM settles on +2).
received in parentheses after the Skill Roll. For During the battle one of his warriors suffers
example, a character might have Computer a broken arm and he tries to set the bone. That’s
Programming 13- (Average), Navigation (Air) 12- a Difficult task for Fantasy-era Paramedics, and
(Easy), and Tactics 13- (Difficult). This indicates he’s only trained to an Average level of ability, so
that however he was trained in Navigation, it he suffers a -1 to -3 penalty (the GM applies the
wasn’t very good (or perhaps he didn’t pay close lowest amount, -1, on the grounds that Gorgak’s
attention in class), whereas his Tactics instructor tribe fights a lot and he’s treated such wounds
was better than normal. before).
The two accompanying tables set forth the When the tribe’s war-chieftain is slain by a
basics of the Skill Quality rules. The first one lists dwarven arrow, Gorgak becomes the commander
1
the suggested Skill Roll modifiers for various levels and must lead the surviving troops to victory.
of training quality versus levels of task difficulty. Unfortunately, while Gorgak has some natural
For example, a character who’s learned a Skill from talent for Tactics (a 13- roll), his training isn’t
a Difficult quality source performs Average tasks the best (only to Easy level). Since any use
at a +1 to +3 bonus, but Extremely Difficult ones of Tactics is an Average task (unless the GM
at a -1 to -3 penalty. rules otherwise, which he doesn’t in this case),
The second table on pages 12-13 lists the Gorgak suffers a -1 to -3 penalty (the GM uses
suggested difficulty ratings for various tasks in -2, since the shaman’s relatively inexperienced at
three roughly-defined time periods: Fantasy; command).
Modern; and Science Fiction. (These categories
aren’t absolutes, of course — a Post-Apocalyptic
setting is technically Science Fiction, but may
have regressed to Fantasy levels of knowledge, for
SPECIFIC SKILLS
example.) For many Skills there’s little or no varia-
tion in task difficulty from period to period, but
in others there’s significant variation. For example, Breakfall
in the Fantasy era most medical and technical If a Move Through attempt misses and the
tasks are much harder to perform (if characters attacker is about to run into an obstacle, he cannot
even know about them) than they are for Modern use Breakfall to reduce the impact damage.
or Science Fiction characters... and by Science
Fiction standards even modern medicine may
seem primitive. Defense Maneuver
Of course, the GM defines the difficulty
Defense Maneuver is a valuable Skill for many
category of any given task as he sees fit; the Task
characters who get involved in HTH Combat.
Difficulty By Time Period table simply provides
However, since it provides a series of absolute
guidelines. For example, even though all uses of
effects for a flat, relatively cheap, cost, there’s little
Climbing are defined as Average difficulty, a GM
distinction between two characters with the Skill.
might rule that scaling a particularly treacherous
If the GM wants to eliminate the “absolute” nature
peak is an Extremely Difficult task — so anyone
of Defense Maneuver, and/or vary the way charac-
not trained to such high levels of ability will suffer
ters buy it, he can use the following alternate rules
a Climbing penalty.
for buying the Skill:
Example: Gorgak Two-Feathers is an orc
Defense Maneuver I: Instead of eliminating
war-shaman in a Fantasy campaign. His Skills
the “from behind” Surprised bonus entirely
include Oratory 13- (Difficult), Paramedics 13-
for 3 Character Points, a character can spend 1
(Average), and Tactics 13- (Easy). He’s leading
1
Autofire Skills
Any use N/A N/A N/A Defense Maneuver
Breakfall Any use Average Average Average
Any use Average Average Average Demolitions
Bribery Create bomb Difficult Average Average
Any use Average Average Average Examine bomb Difficult Average Average
Bugging Disarm bomb Extremely Average Average
Difficult
Create a bug N/A Difficult Average
Disguise
Disable/counteract a bug N/A Difficult Average
Apply disguise Average Average Average
Operate bug N/A Average Easy
Create disguise Difficult Average Easy
Plant bug N/A Average Easy
Electronics
Sweep room for bugs N/A Average Easy
Any use N/A Average Average
Bureaucratics
Fast Draw
Any use Average Average Average
Any use Average Average Average
Charm
Forensic Medicine
Any use Average Average Average
Basic visual examination Difficult Average Average
Climbing of corpse
Any use Average Average Average Perform autopsy Extremely Average Easy
Combat Driving Difficult
Any use Average Average Average Forgery
Combat Piloting Create fake object/ Difficult Average Easy
Any use Average Average Average document
Computer Programming Attempting to detect Average Average Easy
forgery
Search for information N/A Average Routine
Gambling
Penetrating computer N/A Difficult Average
security Any use Average Average Average
Eliminate traces of activity N/A Difficult Average High Society
Writing a program N/A Average Average Any use Average Average Average
Concealment Interrogation
Any use Average Average Average Any use Average Average Average
Contortionist Inventor
Any use Average Average Average Any use Difficult Average Average
Conversation Knowledge Skill
Any use Average Average Average Any use Varies Varies Varies
Cramming Language
Any use N/A N/A N/A Any use Difficult Average Average
Criminology Lipreading
Examine crime scene Difficult Average Easy Any use Difficult Average Average
Hero System Advanced Player’s Guide II n Chapter One 13
1
Any use Average Average Average
Navigation Identify strange device N/A Average Average
Any use Average Average Average Improve transmission N/A Average Average
Oratory Operate device N/A Average Average
Any use Average Average Average Overcome interference N/A Average Average
Paramedics Trace transmission N/A Average Average
Deliver baby Difficult Average Easy Tactics
Provide field medical care Extremely Average Easy Any use Average Average Average
Difficult Teamwork
Set broken bone Difficult Average Easy Any use Average Average Average
Stop bleeding Difficult Average Easy Tracking
Treat illness, minor Difficult Easy Routine Any use Average Average Average
Treat illness, severe Extremely Average Easy Trading
Difficult Any use Average Average Average
Persuasion Transport Familiarity
Any use Average Average Average Any use N/A N/A N/A
Power Two-Weapon Fighting
Any use Average Average Average Any use N/A N/A N/A
Professional Skill Ventriloquism
Any use Varies Varies Varies Any use Average Average Average
Rapid Attack Weapon Familiarity
Any use N/A N/A N/A Any use N/A N/A N/A
Riding Weaponsmith
Any use Average Average Average Any use Average Average Average
Science Skill
Any use Varies Varies Varies
N/A: Not Applicable, meaning the Skill generally doesn’t exist
Security Systems in the specified time period, or that it doesn’t involve a roll or
Disable security system, Average Average Easy other mechanic to which the Skill quality rules apply.
simple Varies: Depends on the exact KS, PS, or SS in question.
Disable security system, Difficult Average Average
complex
The difficulties listed here assume a character’s working
Locating security system Average Average Average with tools, equipment, and information from the same time
Shadowing period. If that’s not the case, modifiers for advanced or obso-
Any use Average Average Average lete technology (HSS 39, APG 30), or similar modifiers, may
apply. (So may the modifiers for Skill Period [HSS 34/APG
Sleight Of Hand 26] in some cases.) And of course, characters can only use
Any use Average Average Average Skills in ways known to them — a medieval blacksmith with
Weaponsmith can’t use it to make a guided missile, or use
Stealth
Mechanics to build an advanced hydraulic device.
Any use Average Average Average
14 n Characteristics, Skills, Perks, And Talents Hero System 6th Edition
Character Point to buy +1 DCV that only coun- The GM can permit this if he wants, but
teracts that bonus. Thus, a character with DCV 10 generally speaking it’s better to derive Skill rolls
who wants to eliminate the “from behind” bonus only from the main Characteristics. They all have
an attacker would ordinarily receive has to spend Characteristic Rolls, have costs that are the same
5 Character Points (since a Surprise attack halves or similar, and are bought on the same “scale.” If
his DCV 10). the GM permits a character to base his Power Skill
on some other Characteristic, he has to decide
Defense Maneuver II-III: Instead of eliminating
how to calculate the Skill Roll and deal with any
the Multiple Attackers bonus entirely for 2 Char-
other rules difficulties that might arise.
acter Points, a character can spend 1 Character
Point to buy +1 DCV that only counteracts that
bonus. The more he buys, the more attackers he Two-Weapon Fighting
can effectively avoid/fend off at once. This only
applies to attackers the character can perceive When a character uses Two-Weapon Fighting
(Defense Maneuver II); to expand it to cover with HTH weapons, those weapons’ STR Minima
attackers he cannot perceive (Defense Maneuver aren’t added together or otherwise modified. The
III) costs an additional +3 Character Points STR Minimum for each weapon applies to that
TA LENT S
H
ere are some new, expanded, and/or
optional rules for Talents.
Universal Translator
1 Universal Translator allows a character to
understand any form of communication, and to
communicate back in a crude fashion. However,
that assumes he’s only communicating with one
Combat Luck person, or with a group that all speaks the same
Combat Luck still applies to a character who’s language he’s using — Universal Translator doesn’t
Grabbed, Entangled, or otherwise restricted in his allow him to “speak in tongues,” communicating
ability to move. However, as always the interpreta- with a crowd of people who can all understand
tion of the Luck-Based Limitation is up to the GM, him regardless of what languages they speak. In
who may decide that in some situations there’s that situation, the character has to pick which
simply no way a restrained character’s Combat language or form of communication he’s using to
Luck could help him against an attack. speak to the group.
A character could purchase a “speak in
tongues” ability, though — call it Universal Orator.
Danger Sense It costs 17 Character Points. Universal Orator
doesn’t allow him to understand anyone else’s
Some campaigns take place on a truly enor- form of communication, but when he speaks to
mous scale — star systems, galaxies, or even a group, everyone in the group hears and under-
beyond. 6E1 112 recommends restricting Danger stands him as if he were speaking that person’s
Sense to a planetary level. If the GM of a “cosmic native language (or favored language). (This is
scale” campaign follows that recommendation, built as: Telepathy 4d6, Area Of Effect (Voice
characters can increase the range of Danger Sense Range; +1), Reduced Endurance (0 END; +½)
as follows: (50 Active Points); Broadcast Only (-½), Extra
for an additional +5 points, Danger Sense Time (Full Phase; -½), Incantations (throughout
covers an entire solar system or star cluster (or communication; -½), No Range (-½) (total cost:
similar region of the Galaxy); 17 points).)
for an additional +5 points, Danger Sense
covers an entire galaxy;
for an additional +5 points, Danger Sense
covers up to all of Reality.
POWERS, POWER
MODIFIERS, AND
COMPLICATIONS
18 n Powers, Power Modifiers, And Complications Hero System 6th Edition
powers
H
ere are some new, expanded, and/or Adjustment Power. The standard rule is that the
optional rules for Powers. victim/recipient of an Adjustment Power that
affects a defensive Characteristic or ability regains/
loses the removed/added points of effect at the
standard rate of 5 Character Points per Turn (or
2
other time increment defined by the Delayed
Adjustment Powers Return Rate Advantage). The “halved” effect of the
APG 54 notes that if an Adjustment Power has Adjustment Power does not apply to the recovery
a secondary effect (such as the Does Knockback rate. However, as an optional rule, the GM may
Advantage), then the secondary effect doesn’t choose to halve the recovery rate as well, so that
apply if the target doesn’t have the Characteristic the points are regained/lost at the same rate as
or Power that the Adjustment Power was built to they were taken away/granted. In that case he has
affect. In the case of an Adjustment Power that to decide how to handle the fact that 5 is an odd
affects more than one ability simultaneously, as number (such as a recovery rate of 2 one Turn and
long as the target has at least one game element 3 the next).
that the Adjustment Power can affect, secondary POWER FRAMEWORKS
effects (such as Does Knockback) apply, even if the
Negatively Adjusting a slot in a Power Frame-
Adjustment Power has only partial effect against
work doesn’t change a slot’s Active Point cost for
that game element.
purposes of determining how much of the reserve/
Characters buy some Powers with varying
Pool it uses up. For example, suppose a character
types of increments, “sections,” or “aspects.”
has a Multipower with a 60-point reserve and four
Examples include Barrier (where characters
Fixed slots with 60 Active Points each. If an enemy
buy the PD, ED, BODY, and size of the Barrier
Drains all four slots to 30 Active Points, the char-
separately), Change Environment (which can have
acter can’t use two slots at once — each slot still
many different combat effects), and Tunneling
has 60 Active Points for purposes of determining
(where the PD Tunnelled through and the
how much reserve it “occupies.”
velocity are bought separately). If a character
hasn’t bought up one of those increments or POWERS
aspects, it can still be affected with Adjustment
Powers, provided the GM feels that can be done Barrier, Entangle
in a game-balanced fashion and is reasonable in Generally, a character cannot apply positive
light of the special effects involved. However, any Adjustment Powers to an already erected Barrier
maximums or minimums imposed by the Power or Entangle. They’re Instant Powers, so a char-
can’t be exceeded. For example, if a character acter can’t improve them with Aid any more than
doesn’t spend Character Points to increase his he could somehow use an Adjustment Power to
Barrier’s thickness beyond the default ½ meter, the make a Blast stronger after it’s already injured
thickness could be Aided to make it thicker, but someone. (On the other hand, 6E1 217 notes
since ½ meter thick is the minimum, it couldn’t be that it’s possible to Drain an existing Entangle,
Drained to make it thinner. and the GM can apply that rule to Barrier as
well if desired.) However, in the case of Instant
HALVED EFFECTS Powers that cost END to maintain, which in some
If a character uses an Adjustment Power on a respects function like “Constant Powers,” the
Characteristic or ability that halves the effect of GM might permit a character to affect them with
Adjustment Powers (such as CON or STUN), and positive Adjustment Powers. For example, in a
he rolls an odd number on the dice, the standard Fantasy Hero campaign, the GM might allow an
HERO System rounding rules apply. That means Enhance Magic spell (Aid Magic 6d6) to affect a
the rounding is usually in favor of the character Wall Of Stone spell built using Barrier, provided
using the Adjustment Power. the creator of the Wall has to pay END to keep it
You may also want to consider the halving in existence.
effect as it relates to the fade/return rate of an
Hero System Advanced Player’s Guide II n Chapter Two 19
ADVANTAGES LIMITATIONS
2
powers at once” (Expanded Effect + Variable
The standard rule is that Variable Effect is
Effect; +1), then the attacker could Drain both
worth +½. However, in some campaigns with
powers at the same time.
a wide variety of powers, or a well-categorized
The standard rules on the proportionality of
selection of powers, the GM might want to allow
Linked powers (6E1 385) still apply. Draining a
a “lesser” or “Limited” form of Variable Effect for
greater power doesn’t affect a character’s ability
+¼. This form of Variable Effect only allows an
to use the lesser power at all, and for purposes
Adjustment Power to affect a limited subset of a
of determining proportionality you determine
broader group of powers.
a power’s “full strength” based on its current
For example, in Fantasy campaigns it’s not
(Adjusted) cost. Continuing the above example,
uncommon for characters to buy Variable Effect
suppose the RKA 2d6 were Drained 10 points,
for Adjustment Powers so that they can affect any
making it an RKA 1d6+1. If the character uses the
Magic power or spell. If a power can only affect,
RKA at its current full strength (1d6+1), he can
say, Necromancy Magics or Wizardry Spells, then
still use the full Flash 4d6 even though the RKA is
the GM might only require the character to pay
normally an RKA 2d6; if he only uses the RKA at
+¼ for Variable Effect. (If the subset is even more
half strength, he can only use Flash 2d6.
restricted, such as Defensive Necromancy Magic,
he might even reduce the cost to +0, or make it an
Adder instead of an Advantage.)
20 n Powers, Power Modifiers, And Complications Hero System 6th Edition
2
For a +¼ Advantage the character can delay the on a single target multiple times, he can choose
damage for up to 1 Minute. Each step down the to have all the attacks affect the target at the same
Time Chart from there costs an additional +¼ time. However, each one is a separate attack that
Advantage. the target’s defenses apply against separately; the
The character doesn’t have to declare when the attacks do not “Coordinate” or in any way add
damage will occur when he makes the attack; he together. (Alternately, the GM could allow the
can choose at any time thereafter up to the limit attacks to “Coordinate,” but only if the character
defined by the Advantage. (If he waits longer, the declares his intention to do this before he makes
power ceases to affect the victim, who takes no any of the attacks and succeeds with a Teamwork
damage at all.) At the GM’s option, if the character roll for each attack to “Coordinate with himself.”)
has no control over when the damage occurs (for The GM should consider this a “Caution Sign”
example, it always affects the target seven hours ability and monitor its use closely. Characters
later), the value of the Advantage is reduced by ¼ shouldn’t be allowed to make multiple Controlled
(but with a minimum value of +¼). Effect attacks against defeated foes as a way of
Example: Master Chang Hwa knows the Fist of “keeping them under control” or pre-emptively
Impending Winter, a deadly martial arts attack. defeating them in their next encounter; that’s not
He buys that power this way: what the Advantage is for. It’s intended to create
cool, flavorful abilities with some tactical benefit.
RKA 4d6, Controlled Effect (1 Month; +1¾)
(165 Active Points); Concentration (½ DCV;
-¼), Extra Time (Extra Phase; -¾), Inaccurate
(half OCV; -¼), No Range (-½), Requires A
Martial Arts Tricks Roll (-½). Total cost: 51
points.
When he’s fighting someone he can choose to
use this attack. He makes the Attack Roll in the
normal way. If he hits the target, he can apply
the damage than, or he can choose to delay it
up to one month. For example, a week later he
might decide to go ahead and inflict the damage.
Or he might learn two days after he makes the
attack that the victim is relaxing at a bathhouse
and won’t have his armor on (and thus won’t
be protected against the damage), and choose
to inflict the attack then. If he waits more than
a month, the power dissipates and his victim
escapes without harm.
Hero System Advanced Player’s Guide II n Chapter Two 21
2
tions apply:
Advantage the Allocatable ceases to apply and the
PD/ED of the Power “switch back” to the amounts 1. The power to be granted is a Mental Power, or
at which they were purchased. in the GM’s judgment “simulates” a mental power
(through the use of ACV, AVAD, Line Of Sight,
RESISTANT
and similar Advantages).
If a character wants to buy 1 point of PD or ED
with Resistant (+½), the cost is 1 Character Point. 2. The UOO power is bought with a +1 Range
Modifier, “Recipient must be within Line Of Sight
LIMITATIONS
of grantor, or mentally connected to him, for
ABLATIVE power to be granted.”
The minimum damage incurred because an LIMITATIONS
attack is Penetrating qualifies as “exceeding” an
Ablative defense for lowering the Required Roll. BASED ON CON
Mental Powers which have the Based On CON
(-1) Limitation are subject to Sense-Affecting
Powers and other powers that affect the Mental
Sense Group or Mental Powers in general.
(Of course, other powers may also affect their
usability; a Darkness to Hearing Group field could
prevent a character from speaking commands
to someone affected by Mind Control Based On
CON, for example.) If a character wants to specify
that more such powers affect his Based On CON
ability, he can do so with a Limitation. If he wants
to substitute some other types of powers, he
should consult with his GM; this may require an
increase or decrease in the Limitation’s value.
22 n Powers, Power Modifiers, And Complications Hero System 6th Edition
even Uncontrolled, or Time Limit if the Aid costs of game balance and fair play have to trump
no END). This creates a Boost that doesn’t cost “realism.”
the character END to maintain, but only lasts for a
BARRIER AS A “CONSTANT” POWER
defined period of time or until a specific condi-
tion’s met. Characters often apply the Costs Endurance
(to maintain; -½) Limitation to Barrier to create
a defensive “wall” that they have to expend their
Barrier personal energy to keep active. This is a common
way to create some types of force-fields, for
Activating Barrier requires an Attack Action,
example. If a Barrier costs END to maintain, it
since an Attack Roll may be required (it still
vanishes at the end of the Segment if the character
requires an Attack Action even if no roll’s required
stops paying END for any reason. Paying an END
because the Barrier’s not created at Range). This
maintenance cost does not in any way cause the
includes “patching” the damage to repair an
Barrier to “heal” itself or the like.
existing Barrier, or englobing someone. However,
At the GM’s option, instead of applying the
a character can Abort to create a Barrier as a
Costs Endurance (to maintain; -½) Limitation
purely defensive Action, unless the GM rules
to create a “maintained Barrier,” a character can
otherwise.
instead apply Continuing Charges (or perhaps
BARRIERS VERSUS CLASSES OF BEINGS even Uncontrolled, or Time Limit if the Barrier
In some types of campaigns the ability to bar costs no END). This creates a Barrier that doesn’t
2
certain types of beings from an area is a classic cost the character END to maintain, but only lasts
ability. The most common example are Fantasy for a defined period of time or until a specific
spells that prevent specific entities — demons, the condition’s met.
undead, elementals, Evil beings — from getting POWERS
close to or touching an area or person. Sometimes
it’s possible to create these abilities with Powers ADJUSTMENT POWERS
such as Change Environment (for example, see See page 18 regarding Adjusting an existing
the Summoning Circle spell on HSG 72). However, Barrier.
that often depends on the target being(s) having
a Complication of some sort that makes those DAMAGE NEGATION
powers work against them (such as a demon’s See page 24 regarding the interaction of
Physical Complication that prevents it from Damage Negation and Barrier.
leaving a Summoning Circle). Characters can’t TELEKINESIS
always count on being able to take advantage of A character can Link Telekinesis to a Mobile
that sort of weakness. Barrier (see 6E1 173) to give the Barrier “force” to
At the GM’s option, a character can create a move things.
power to prevent a specific type of being from
entering an area by buying Barrier with enough ADVANTAGES
defense to routinely resist the being’s standard
COUNTERACTS INDIRECT
attacks (see the HSB) and applying the Limitation
If a Barrier has the Counteracts Indirect Advan-
Only Works Against [Specific Type Of Being]. This
tage, Indirect attacks made from either side of the
Limitation is worth -1 for a Very Limited cate-
Barrier cannot pass through it.
gory of beings (fire demons, vampires), -½ for a
Limited category of beings (demons, undead), and TWO-WAY TRANSPARENT (VARIES)
-¼ for a Slightly Limited category of beings (Evil 6E1 173 describes the One-Way Transparent
creatures). Then, by applying the Absolute Effect Advantage for Barrier. However, characters
Rule, the GM can declare that the Barrier is totally may sometimes want to create Barriers that are
impenetrable to that category of beings. They can’t transparent in both directions for certain types
pass through it (assuming it has Physical Defense), of attacks. That requires a new Power Modifier,
and their attacks cannot pass through it or damage Two-Way Transparent.
it at all. This is most appropriate when the power The value of Two-Way Transparent depends
has Limitations that restrict how often or easily it on the frequency that attacks of that special
can be used (such as Charges, Costs Endurance to effect occur in the campaign. The accompanying
maintain, Time Limit, or the like). table provides some suggestions. Those values
ENGLOBING
Since it’s relatively easy to buy a Barrier
powerful enough to keep most characters
TWO-WAY TRANSPARENT
“trapped” in a globe (see 6E 171), the GM may Frequency Of Special Effect Value
want to consider removing this function from
Barrier entirely. Characters who want to englobe Rare +¼
targets have to buy a Limited form of Entangle to Uncommon +0
represent that ability (often in a Multipower with Common -¼
Barrier). This isn’t entirely logical or consistent
with common sense, but sometimes the needs Very Common -½
24 n Powers, Power Modifiers, And Complications Hero System 6th Edition
the Presence Attack is Desolidified. Unless he’s example, suppose a character has a power called
also aware of abilities the character has that would Your Strength Is My Strength, defined as Drain
make it possible for him to harm or affect the STR 3d6 + Aid CON 3d6. If he rolls a 10, then he
target, the GM should impose severe penalties Drains 10 STR and Aids himself for 5 CON.
on the Presence Attack — so severe, in fact, as
SUPPRESS
to virtually negate it, unless the attacker’s clever
enough to find a way around that in how he states Even though Suppress is in effect a “Constant”
his threat. power, it does not continue to apply to the target,
Mental Powers with the Based On CON (-1) again and again, until its maximum effect is
Limitation affect Desolidified characters the reached. It just applies once per attack, and the
same way that any other Mental Power does, effect lasts as long as the attacker continues to pay
unless some other Limitation indicates otherwise. END.
For example, typically such powers are bought At the GM’s option, instead of applying the
through Foci, and a solid Focus can’t touch a Costs Endurance (to maintain; -½) Limitation to
Desolidified target to affect him. Drain to create a Suppress power, a character can
instead apply Continuing Charges (or perhaps
even Uncontrolled, or Time Limit if the Aid costs
Dispel no END). This creates a Suppress that doesn’t cost
the character END to maintain, but only lasts for a
Dispel cannot take the Costs Endurance (to
defined period of time or until a specific condi-
maintain) Limitation.
2
tion’s met.
For some types of Dispel-based abilities,
characters may want to define how long the Dispel
remains in effect before the Dispelled ability Duplication
can be “reactivated.” This might be appropriate
for some types of curses in Fantasy games, for When you calculate the average damage
example. Consider a spell that prevents the target when Duplicates recombine, use the number of
from using any of his magical powers until the Duplicates created at that time, not the maximum
next full moon occurs. With the GM’s permis- possible number of Duplicates the character could
sion, characters can buy a new Advantage, create.
Restricted Reactivation, that defines how long
a Dispel remains in effect. Until that amount
of time passes, the target cannot reactivate or
Enhanced Senses
otherwise use the Dispelled power. Restricted If a character has the Dimensional Sense Modi-
Reactivation costs +¼ for a duration of up to 1 fier that allows him to perceive a given dimension,
Turn, +½ for 1 Minute, +¾ for 5 Minutes, and so when he’s in that dimension his Sense does not
on at the rate of an additional +¼ Advantage per allow him to perceive into his home dimension
step down the Time Chart. At the GM’s option, from there. To do that he either needs another
the character can define some other reactivation Dimensional Sense, or he has to more broadly
condition other than the passage of time, such as define the group of dimensions his Dimensional
“until the character visits the Shrine of St. Athelm applies to.
and performs the Ritual of Penance before the
high altar.” In either case, Restricted Reactivation
should be considered a “Caution Sign” ability, and Entangle
if necessary the GM should increase the cost of the An Entangle can have the Costs Endurance (to
Advantage to maintain campaign balance. maintain) Limitation. If the character stops paying
END, the Entangle collapses in total at the end of
Drain (and Suppress) that Segment, freeing anyone captured. Paying an
END maintenance cost does not in any way cause
If a character uses a Drain on a Characteristic the Entangle to “heal” itself, or the like.
or ability that halves the effect of Adjustment If a character buys Entangle with Area Of
Powers (such as CON or STUN), the target’s Effect, and the Entangle has a physical special
Power Defense applies before the halving, then effect (such as a big net, a huge block of ice, or a
any remaining “damage” suffered by the target is field of goop from a glue grenade), the issue of
half effect as described in the rulebook. whether the physical material of the Entangle
Many characters have “Transfer” powers that fills the entire Area may arise. The answer largely
Drain X amount of some Characteristic or ability, depends on special effects and thus is up to the
and then Aid the character using the Drain for GM, but the default rule is that the physical
the same X amount (with the Standard Effect Rule material of the Entangle fills the entire Area. But
specifying that the Aid has the same roll result unless the Entangle is Constant, it has no effect on
as the Drain). The Stun Transfer power on 6E1 characters moving into or through that Area. It
197 is an example. In some cases one part of this doesn’t Entangle them, impede their movement,
“Transfer” power may apply to a Characteristic or the like.
that halves the effect of Adjustment Powers. In
this case the standard rules for Adjustment Powers
apply to both halves of the compound power. For
Hero System Advanced Player’s Guide II n Chapter Two 27
BREAKING FREE FROM ENTANGLES For these purposes, stopping movement and
If a character trapped in an Entangle uses reducing the target to DCV 0 (as described on
his STR to break free and has a Hand-To-Hand 6E1 215-16) costs 3 Character Points per 1d6;
Attack, whether the HA dice add to his STR dice preventing the use of Accessible Foci (as described
for purposes of escaping the Entangle is up to on 6E1 216) costs 2 Character Points per 1d6
the GM. The answer typically depends on the (thus, the two together add up to the standard
special effects involved, but in most cases the HA cost of 5 Character Points per 1d6 of BODY, with
dice do add to the character’s STR dice. The same the other 5 Character Points per 1d6 of Entangle
considerations may apply when a character wants paying for the PD/ED, as discussed on 6E1
to use an HKA to break free. (Of course, if the HA 218 under “Additional BODY” and “Additional
or HKA is bought through an Accessible Focus, Defense”).
an Entangled character typically cannot use it to
break free.)
6E1 216 states that a character automatically
Extradimensional Space
hits an Entangle restraining him. If an Entangled Items that are bigger on the inside than the
character uses an Autofire attack, whether he outside — such as enchanted sacks or chests that
automatically hit with all of his shots is up to the are easily carried but can hold hundreds of pounds
GM, and depends largely on the circumstances. of treasure, or Science Fiction vehicles built with
There are some situations where most GMs would dimensional engineering techniques that allow a
allow that, and others where they’d let the first hit planet’s worth of space in a vessel no larger than a
succeed automatically but require an Attack Roll
(as an Action that takes no time) to determine
how many additional shots (up to the defined
yacht — are common in some settings or genres.
There are several ways to create such items using
the HERO System rules, but they may leave GMs
2
maximum) hit the Entangle. concerned with exactly how much can fit inside
them or how easily characters can carry them. If
ENTANGLES THAT DIMINISH STRENGTH you have such concerns in your campaign and
The ability most commonly used to breatk free want a simpler way to handle this sort of ability,
from an Entangle is STR (and in the case of an consider the following optional new Power:
Entangle with the +1 form of Takes No Damage
From Attacks, that’s the only way to break free).
However, some types of Entangles tend to be more
HHEXTRADIMENSIONAL
difficult to escape with STR because they “weaken” SPACE
the victim in some way. Examples include Type: Special Power
weighted nets (which are much heavier than Duration: Persistent
regular nets) and “energy shackles” that interfere
Target: Self Only
with the victim’s nervous system so he can’t bring
his strength to bear on them. Range: Self
The standard way to build this sort of Entangle Costs END: No
is to Link a Drain STR to it, but that may lead to Cost: 5 Character Points for up to 1
overly complex power constructions. With the cubic meter of extradimensional
GM’s permission, characters can instead buy an storage space; +5 Character
optional new Advantage for Entangle, Reduces Points for each x2 volume
STR. The value of this Advantage depends on how
A character with this Special Power has the
intensely it affects the victim: for a +¼ Advantage
ability to access an extradimensional storage
the victim can only apply 75% of his STR to break
space. Some examples of Extradimensional Space
free; for a +½ Advantage he can only apply 50%
include enchanted pouches that are small enough
of his STR; and for +1 he can only apply 25% of
to wear on a belt but can hold a dozen cubic
his STR. This reduction applies to the STR used
meters’ worth of material, or time machines that
to break out in any way (including STR added to
are bigger on the inside than the outside. Extradi-
HKAs), but does not apply to reduce HA dice.
mensional Space does not cost END to use.
This Advantage is most effective when applied to
Extradimensional Space costs 5 Character
Entangles with the +1 form of Takes No Damage
Points for up to 1 cubic meter of extradimensional
From Attacks, but can be bought for any Entangle.
storage space. A character can double his amount
This is a “Caution Sign” ability.
of extradimensional storage space — 2 cubic
ENTANGLES OF LESSER EFFECT meters, 4 cubic meters, 8 cubic meters, and so on
In broad terms, Entangles do two things: they — for each +5 Character Points.
stop a character from moving, reducing him to Objects stored in Extradimensional Space are
DCV 0; and they prevent a character from using not ordinarily perceivable from other dimensions
Accessible Foci. At the GM’s option, you can split except by the character who’s bought the Power
these effects “in two,” making it possible for a (he can always perceive what he’s stored in the
character to buy an Entangle that does one but not Space). They have no weight as long as they’re
the other. in Extradimensional Space; the character who
bought the Power can carry them regardless of his
STR and they don’t Encumber him.
28 n Powers, Power Modifiers, And Complications Hero System 6th Edition
Unless the GM rules otherwise, a character Limited Access (-1½ to -¼): This Limitation,
must use a Full Phase Action to put an object into, commonly taken for Extradimensional Space
or retrieve an object from, an Extradimensional bought through a Focus, restricts the size of
Space. objects that can be placed in the Extradimensional
Typically Extradimensional Space is bought Space based on the opening in the Focus (such as
through a Focus (such as a bag, pouch, chest, the mouth of a bag or lid of a chest) — characters
barrel, or other container) or is associated with simply can’t put items that are too big into the
some other object (like a Vehicle or Base). Space, regardless of how much volume the Space
However, this isn’t required; characters can buy has. The value of the Limitation depends on the
the ability to create/access an Extradimensional size of the opening: if it’s smaller than the size of a
Space through a spell or superpower, for example. normal human hand, -1½; if it’s roughly hand-
However, the GM should consider non-Focused sized, -1; if it’s twice hand-sized, -¾, four times
Extradimensional Space a “Caution Sign” Power. hand-sized, -½; and larger than four times hand-
sized, -¼ (or less).
THE NATURE OF EXTRADIMENSIONAL SPACE
The GM defines the nature of extradimensional Limited Contents (varies): This Limitation
space for his campaign. This includes such issues represents a form of Extradimensional Space that
as whether it has air, light, heat, or geographical can only hold certain type or types of objects; the
features; whether characters can be trapped there, value of the Limitation depends on how restrictive
enter it voluntarily, or survive there; and how easy the chosen type(s) seem to the GM. For example,
it is for a character to find something once he in a Fantasy campaign a bibulous wizard might
he can add another Characteristic to the list of characters cannot increase the maximum effect
possible choices. they can roll on the dice by buying additional +¼
However the GM chooses to implement these Advantages.
“alternate Characteristic” rules, they should be
Delayed Effect, Trigger: These Advantages might
considered “Caution Sign” abilities.
apply to lucky talismans, luck spells, potions of
D6-1 KILLING ATTACKS good fortune, and other such items.
Some Damage Classes of Killing Attack offer Sticky: Ordinarily, only powers with a “physical
the choice of a half-die or a d6-1. For example 5 special effect” can be made Sticky (see 6E1 345).
DCs of Killing Attack can be 1½d6 or 2d6-1. In However, at the GM’s option, a character can
this situation, whether a character is allowed to apply this Advantage to Luck, so that anyone who
take the d6-1 option is up to the GM. comes into contact with him in the same Phase
If a character rolls a d6-1 Killing Attack, the he succeeds with a Luck roll also receives the
minimum amount he can roll is the number of benefit of the roll. This could cause game balance
dice rolled. For example, the minimum result of a problems, so GMs should be wary of allowing it.
Killing Attack 1d6-1 is 1; the minimum result of a On the other hand, it can just easily benefit the
Killing Attack 3d6-1 is 3. character’s enemies as his friends....
Time Limit: This Advantage might apply to
Luck Luck-granting spells in Fantasy games, or similar
2
powers.
Characters rarely buy Power Modifiers for the
Luck Power, though there’s no rule forbidding this. Usable On Others: Characters may apply Usable
Here are a few guidelines for how Advantages and By Other, Usable Simultaneously, or Usable By
Limitations apply to Luck. Nearby to grant Luck to others, or create a form
of Luck that affects several people at once. Luck
ADVANTAGES
Usable As Attack is possible, but since it only
The following Advantages are generally inap- makes an opponent luckier, it’s rarely (if ever)
plicable to Luck: ACV, Area Of Effect (see below), bought.
Armor Piercing, AVAD, Autofire, Does BODY,
Damage Over Time, Does Knockback, Double Variable Advantages: A character may apply this
Knockback, Duration Advantages, Hole In The Advantage to Luck at the +¼ level to allow him to
Middle, Indirect, Invisible Special Effects, Mega- switch between any of the Advantages indicated
Scale, NND, Penetrating, Personal Immunity, here as being allowable for Luck.
Range Advantages, Ranged, Reduced Endurance, Variable Special Effects: The outcome of
Transdimensional, and Uncontrolled. a successful Luck roll can take many forms,
Affects Desolidified: This Power Advantage isn’t involving many different physical objects or types
necessary for Luck. The results of a Luck roll can of energy. Variable Special Effects isn’t required
already affect Desolidified characters (if appro- because of this.
priate), and he can already grant Usable By Other LIMITATIONS
Luck to a Desolidified character normally.
A Desolidified character’s Luck doesn’t need Most Limitations can apply to Luck in the
the Affects Physical World Advantage to “rub off ” normal manner. Here are notes on some special
on solid characters if he rolls four or more levels applications:
of Luck. Limited Power: 6E1 246 provides two example
Area Of Effect: All forms of this Advantage, Luck powers that both include a Limited Power
including Damage Shield, are inapplicable to Limitation. Typically, a Limited Power applied to
Luck. If a character wants to allow other charac- Luck restricts the times or places when the char-
ters to use his Luck, he should take some form of acter can use his Luck. For example, a Luck-charm
the Usable On Others Advantage for the Power provided by faeries might only apply as long as
(see below), or buy four or more Luck dice so he the character remains in the enchanted forest, or a
can achieve enough levels of Luck for them to Luck-blessing from a god might only work while
“cascade” down to other people. the character performs a specific mission for the
god.
Cumulative: At the GM’s discretion, a character One interesting Limited Power specific to
might be able to apply Cumulative to Luck to add Luck is Karmic (-½). This signifies a form of Luck
the Luck dice together, instead of simply looking that depends on a character’s good and proper
for sixes. Every six total points rolled equals one conduct. The character has to have a specific
level of Luck. For example, ordinarily a roll of 3, code of conduct to follow, as defined by his player
4, and 2 means no Luck effect, since the character and GM; typically, these codes involving having
didn’t roll a 6 on any one die. With Cumulative, to “perform good deeds” or otherwise act in a
that roll equals one level of Luck, because the heroic fashion. As long as the character does
numbers add up to 6 or more. Had the dice rolled what he’s supposed to, he has “good karma” — his
4, 5, and 5, totalling 14, the character would have Luck works in the normal fashion. If he doesn’t
gotten two levels of Luck, since he got 12 total follow his code, or if he tries to skirt around its
points’ worth of effect. If the GM allows this,
Hero System Advanced Player’s Guide II n Chapter Two 31
restrictions, his Luck works less well: he may get provide an opportunity for someone else to speak
to roll fewer Luck dice, or no dice at all, or he over him and take control. The GM might even
could even acquire some temporary Unluck! use PRE Rolls, Presence Attacks, or the Social
Gamemasters should be wary about letting Combat rules in Chapter Three, to determine
characters apply Limitations like Self Only or who’s the dominant personality and allow him to
Others Only to Luck. The effects of Luck are often issue the orders.
broad enough to benefit an entire group generally, If a character’s being Mind Controlled, making
even if a character only rolls three or fewer levels a Presence Attack to “Snap out of it, you’re being
of Luck, so such Limitations often are not suffi- Mind Controlled!” is treated as “helping a victim
ciently restrictive to qualify as valid Limitations. break free,” as discussed on 6E1 257. However, the
GM may require the Presence Attack to achieve
Requires A Skill Roll: APG 144 has rules for using
a minimum level of effect (such as “half of the
Luck as a Required Skill Roll. In this case, typically
Mind Control’s effect roll” or “equal to the Mind
the character can make the Luck roll whenever he
Control’s effect roll”) before this happens, or may
wants to activate the power — but a successful roll
lessen the impact of the Presence Attack if the
simply activates the power, it doesn’t also provide
character making it doesn’t roll that well.
any Luck effect. If the character can only make
the Luck roll when the GM allows (as is normally
the case with Luck), he should get an additional ½ Mind Link
value for the Limitation.
As noted in the rules, Mind Link requires a
Side Effects: Unluck is a common Side Effect for
Luck — if the character’s not lucky, he’s unlucky.
That makes Luck a real gamble... but in some ways,
“receptive (willing)” mind. That means the “target”
has to know about and accept the Link; it can’t be
“forced” on him.
2
that’s the whole point. As long as a Mind Link is “open” for communi-
cation, it can be perceived with Mental Awareness,
Mental Illusions whether it’s actively being used to communicate
or not at that particular moment. Buying Invisible
As noted on 6E1 251, a Mental Illusion affects Power Effects for the power would change that,
all of a target’s Senses, even ones the character of course, but being Invisible to the Mental Sense
creating the illusion doesn’t know about, because Group would not (any more than being Invisible
it’s all in the target’s head. Similarly, even if the to the Hearing Group prevents other people from
creator assumes the target has Senses that he actu- overhearing your conversations).
ally lacks, the Illusion “tailors itself ” to the target’s As discussed on APG 95, Mental Awareness
Senses. If the creator’s aware that the target lacks allows a character to perceive the “connection”
certain Senses, he can create an Illusion that the between the character generating the Mind Link
target “perceives” with the missing Sense (perhaps and the character Linked to him. That includes
to trick him into thinking that Sense has been being able to identify who’s generating the Mind
restored), but in many (if not all) situations that’s Link and who’s just in the Link, unless the GM
likely to make the target suspect trickery. rules otherwise based on special effects or other
If the GM uses the optional rule on APG 107 reasons.
that allows a Mental Illusion to perform a Pres-
ence Attack, with the maximum points of effect
being equal to the Mental Illusions Effect Roll Mind Scan
achieved, that Effect Roll includes the +10 points A character can use a Mental Power that’s
required to perform a Presence Attack. Based On CON through a sufficiently strong
Mind Scan lock-on, unless some Limitation on
Mind Control the power indicates otherwise. For example, most
Based On CON powers involve Foci of some kind,
If Mind Control has the Based On CON and thus can’t be used through a lock-on.
(-1) Limitation, the standard rules for issuing
commands apply. That means it’s possible for
someone other than the character using Mind Multiform
Control to shout out an order first — though this 6E1 269 discusses the fact that STUN and
is unlikely. Generally speaking, when the power’s BODY damage carry over from one form to
first used, the character using the power is prob- another when a character changes forms. This can
ably going to be the one who gets to issue the be dangerous to the character, and in some cases
initial command, since he knows exactly when the doesn’t represent well what happens, given the
power’s taking effect. Beyond that point it’s up to special effects of some uses of Multiform. At the
the GM to determine whether another character GM’s option, characters can take the new Advan-
can “take control” by issuing new orders. Usually tage Separate Physical State (+½) for this Power.
this won’t work (if it did, it would make Based On This Advantage “overrides” the “Changing Forms
CON Mind Control almost useless in many situ- And Damage” rules on 6E1 269 so that each
ations), but if the character controlling the victim form tracks STUN, BODY, and END separately.
tries to give him new orders or the like, that may However, when a character changes form back to
32 n Powers, Power Modifiers, And Complications Hero System 6th Edition
a form that’s lost STUN, BODY, or END, he’s still extremely complex objects involving moving or
at that same level of STUN, BODY, or END — the working parts. Examples include a starship hyper-
form doesn’t “heal” any, no matter how much time drive, a computer, or an electronic lock.
passes. The GM determines the complexity of a given
object, and what level of Object Creation a char-
acter needs to create an object.
Object Creation For +3 Character Points, the character may add
The ability to create objects “out of thin air” is up to +2 points of defense (either PD, ED, or both)
a common special effect for various powers. For or +3 BODY to the object. However, the object’s
example, a wizard’s Spell of Sword-Summoning is BODY can never be more than twice its PD/ED
an HKA, Usable By Others, and an earth-manipu- (whichever’s higher), and vice-versa, without GM’s
lating superhero’s power to create walls of rock is a permission. (Of course, characters can create
form of Barrier. However, that sort of ability often objects with less than the full PD/ED or BODY
causes problems when players want their charac- they’ve paid for; that just represents a maximum
ters to have the ability to create items that aren’t limit, not a requirement for every object they
easily defined in HERO System terms, or that, for create.)
all practical purposes, really don’t require a rules- For +5 Character Points, the object can be
based definition — things like common household up to +1 cubic meter larger, or the character can
objects. Gamers seeking an easier way to create create two times as many objects simultaneously.
this sort of ability may want to consider this new Once created, an object is permanent; it lasts
2 optional Power, Object Creation. until destroyed or used up. It cannot move (unless
it’s the sort of object that has some inherent move-
HHOBJECT CREATION ment ability, like a radio-controlled car), though a
sufficiently strong character could carry it.
Type: Standard Power
Duration: Instant USING OBJECT CREATION
Target: N/A A character with Object Creation cannot create
perfect duplicates of other objects; some flaws
Range: No Range
and differences are always readily detectable. At
Costs END: Yes the GM’s option, characters with an appropriate
Cost: 20 Character Points to create any Forgery Skill can create duplicates good enough to
type of simple object of up to 2 pass as the real thing, though detailed testing or
PD/2 ED, 2 BODY; an additional examination may still reveal them to be copies.
+10 Character Points to create
complex objects; an additional RESTRICTIONS ON OBJECT CREATION
+10 Character Points to create Object Creation has one important restriction:
extremely complex objects; +3 characters cannot use Object Creation to create
Character Points per +2 points of objects when doing so could reasonably be consid-
defense or +3 BODY; +5 Character
ered the special effect of some other Power or ability.
Points for +1 cubic meter in size
or 2x the number of objects. This includes, generally speaking:
A character with this Standard Power can any use of Object Creation that could directly
create solid objects. Some examples of Object or indirectly cause injury or harm (Object
Creation include a wizard who can conjure useful Creation is not an Attack Power)
items, a superhero who can transform air mole-
any use of Object Creation to create an object
cules into metals and other substances to create
for which special design rules already exist
various items, and a starship’s replication device
(such as Automata, Computers, Vehicles, and
that can transmute raw materials into various
Bases), because characters can easily determine
finished goods. Object Creation costs END to use.
a total Character Point cost for such items and
BUYING OBJECT CREATION “create” them as a special effect of Summon.
For 20 Character Points, a character can create The key word here is “reasonably.” Players
any type of simple object, with no moving or and GMs shouldn’t strain the definitions of other
working parts, typically made of no more than powers and effects to make a particular use of
one or two substances, of no more than one cubic Object Creation invalid, when Object Creation
meter in size, and with a maximum of 2 PD/2 ED provides a simple solution that doesn’t unbal-
(Resistant) and 2 BODY. Examples include a coffee ance or otherwise negatively affect the game. For
mug, a thin board, a shrub, a backpack, or clothes. example, a starship hyperdrive was listed above
For +10 Character Points, a character can as an example of an object characters could create
create any type of object up to and including with Object Creation. While it’s certainly easy to
complex objects involving moving or working define a hyperdrive with Flight, FTL Travel, or
parts. Examples include a flush toilet, an internal other such powers, it may become complicated
combustion engine, a mechanical lock, or a and tricky to determine how many people (or how
marionette. much mass) the engine can move, and so forth.
For +10 Character Points, a character can In appropriate situations, a GM may prefer to let
create any type of object up to and including
Hero System Advanced Player’s Guide II n Chapter Two 33
characters use Object Creation instead, and simply probably all right to allow characters to create that
come up with the specifics of the engine himself. object with Object Creation.
Examples of things Object Creation cannot do
POWERS
include:
If you choose to use the Object Creation Power,
create swords or other weapons (that’s a special you should make certain changes to other Powers:
effect for various Attack Powers, Usable Simul-
taneously, OAF) Summon: Summon remains useful for “creating”
living or mobile beings, objects with defined Char-
create walls, bridges, or similar structures acter Point costs (such as Vehicles), and the like.
(that’s done with Barrier) The GM may need to evaluate a particular power
create a heavy object over a character’s head carefully to determine whether Object Creation or
so that it falls and crushes him (that’s a special Summon is the most appropriate way to build the
effect for various Attack Powers, Indirect) ability in game terms.
create a heavy object right in front of a moving Transform: Transform can no longer “create
character so he collides with it (that’s a special objects out of thin air”; that becomes a function of
effect for various Attack Powers) Object Creation.
2
Others)
Advantage to Object Creation; the Power already
create a pit full of sharp spikes (that’s a special has its own rules for increasing the size of created
effect for a Limited form of RKA) objects.
create a car or a house (that’s a special effect for Autofire: Characters cannot apply Autofire to
Summon, because the HERO System has rules Object Creation.
for establishing the Character Point cost of
Configurable (+¼): Ordinarily a character
Vehicles and Bases)
cannot increase the BODY, defenses, or size of an
create items of great value, such as gemstones, object he creates beyond the maximum BODY,
jewelry, or works of art (that’s a special effect PD, and ED he’s paid for. He can create one with
for the Money Perk) less BODY or defenses, or that’s smaller than his
maximum size, of course, but cannot increase
create
living beings (that’s a special effect for
those parameters. However, this Advantage allows
Summon)
a character to “re-allocate” the points spent to buy
create a tool or object that makes it easier increased BODY, defenses, or size from use to use.
to perform a particular Skill or task (that’s a For example, suppose that a character buys Object
special effect for Skill Levels and/or bonuses to Creation (extremely complex objects), up to 6
a Skill Roll, OAF) PD/6 ED, up to 8 BODY, up to 8 cubic meters/8
objects. Thus, he’s spent 27 points on BODY,
The GM may grant a character permission to
defenses, and size. If this power’s Configurable, he
violate these restrictions, on a case-by-case basis,
can “re-allocate” those 27 points to, for example,
if he feels doing so won’t unbalance the game. For
create a single very sturdy object, or hundreds of
example, although it’s not normally permissible
small objects, or whatever else he wants — as long
to create items of great value, a GM might allow
as the points spent for BODY, defenses, and size
a character to create fabulous and exotic suits
don’t exceed 27.
of clothes, since they’re not readily converted to
money and the player can have a lot of fun role- MegaScale: With the GM’s permission, charac-
playing his character’s “Clothes Horse” power. ters may apply MegaScale to Object Creation, thus
Generally speaking, Object Creation is allowing them to create enormous objects without
intended for non-combat uses. In most cases having to spend hundreds of points to increase the
characters shouldn’t be allowed to create objects object’s size through the usual method.
that have clear value in combat or crisis situa-
tions (weapons, defensive gear, sensory/commu- Ranged: Characters may apply this Advantage to
nications equipment, and the like) using Object Object Creation so they can create objects away
Creation; they should build them using other from themselves. This does not eliminate the rule
appropriate Powers and Power Modifiers. Nor can that says characters cannot use Object Creation to
Object Creation be used as an attack (for example, directly or indirectly harm another character.
by creating poison inside someone’s body). Object LIMITATIONS
Creation is primarily intended to create mundane,
everyday objects in noncombat situations (though Copier (-½): This Limitation represents a form of
the GM may waive this restriction in the interest Object Creation that requires the character to have
of common sense, dramatic sense, or ease of game a “model” to work from. He can’t create a perfect
play, of course). As a good rule of thumb, if an duplicate of the model (as discussed in the rules
object is one the GM wouldn’t require characters above), but he has to have the model in his posses-
to spend Character Points to possess, then it’s sion to create another such object. (At the GM’s
34 n Powers, Power Modifiers, And Complications Hero System 6th Edition
2
items created with Object Creation are permanent;
they exist until destroyed or used up. If Object of game time. A character may re-roll any roll — a
Creation has this Limitation, objects created Skill Roll, Characteristic Roll, PER Roll, Attack
with it have a much more finite lifespan. The GM Roll, damage roll, Effect Roll, or the like — unless
determines the object’s ordinary lifespan — the the GM specifically forbids the character to apply
time before it would collapse, crumble to dust, or the Power to a given roll for some reason. For each
otherwise become useless or worthless. For each additional +5 Character Points, the character may
step up the Time Chart above 1 Year by which re-roll one more roll during the day. (The GM
the character restricts the object’s lifespan, the may establish restrictions on how many re-rolls a
power gets a -¼ Limitation (maximum of -2). For character can have per session, and special Power
example, if a character created a stone chair with Modifiers, described below, reduce or increase
Object Creation that crumbles away to dust after the timeframe restricting use of Probability
20 Minutes, that’s seven steps up the Time Chart, Alteration.)
which is worth a -1¾ Limitation. Every roll a character makes counts as a sepa-
The GM may forbid characters to apply this rate and distinct roll for purposes of being modi-
Limitation to Object Creation if he feels it does fied with Probability Alteration. For example:
not significantly restrict the Power. Many uses
fora Killing Attack, the Attack Roll, BODY
of Object Creation are to create objects needed
damage roll, and STUN Multiplier roll are all
immediately or for a short time — they don’t have
separate rolls
to last very long. In that case this Limitation is
probably inappropriate. ifa character wants to make a Complementary
Skill roll, both the roll for the Complementary
Skill, and the roll for the Skill the character
Probability Alteration wants to use, are separate rolls (a character
The Luck Power represents how fortune can cannot use Probability Alteration to modify
favor a character, and the Heroic Action Points a Complementary Skill roll made by another
rules can give characters even more control over character on his behalf unless his Probability
their own fates. However, some characters may Alteration is Usable On Others, but he could
want to exert more direct control over prob- still modify his own roll)
ability, luck, and their own destinies (particularly if several characters make Teamwork rolls, each
in campaigns that don’t use the HAP rules). The roll counts as a separate roll
following optional new Power, Probabilty Altera- Using Probability Alteration is an action which
tion, provides a way for them to do so. takes no time. A character must declare that he
wants to use it immediately after the roll in ques-
tion is made, before the effects of that roll are
applied to a character or otherwise brought into
play.
A character using Probability Alteration must
accept the second roll made, regardless of whether
it’s better or worse for him than the first roll — the
fates aren’t always kind. However, a character who
has more than one re-roll per game session may
use additional re-rolls to take a third, fourth, or
further try at getting the result he wants on a given
roll.
Hero System Advanced Player’s Guide II n Chapter Two 35
2
on affecting multiple persons with this Power. Alteration moves one level down the Time Chart
(to 1 Week, 1 Month, and so on). For example,
Constant: Characters cannot apply this Advan- to be able to make one re-roll (or however many
tage to Probability Alteration. re-rolls the character purchased) every Month
would be a -1 Limitation.
Decreased Re-Use Duration (varies): The default
rule is that a character can only use Probability
Alteration once per Day (24 hours) per reroll Reflection
purchased. For a +½ Advantage, Decreased Re-use
Duration, the time between uses of Probability If a character has Reflection that applies to
Alteration moves one level up on the Time Chart a Ranged attack, typically he still suffers the
(to 6 Hours, 1 Hour, and so on). However, charac- standard penalties for trying to Reflect that attack
ters cannot buy Probability Alteration to be used barehanded. Just because a character’s bought
more frequently than per Turn. For example, to be Reflection doesn’t necessarily mean it changes
able to make one re-roll (or however many re-rolls any of the standard rules pertaining to Blocking
the character purchased) every 5 Minutes would Ranged attacks. However, a GM could certainly
be a +2 Advantage. rule that it did, in light of special effects or other
considerations, or he could allow a character to
Invisible Power Effects: Probability Alteration buy appropriate Combat Skill Levels to negate the
is an Inobvious Power — sometimes characters penalties.
notice how lucky the character seems to be. Characters cannot use Ranged Martial Maneu-
However, a character can buy it with Invisible vers with a Reflected attack. All Reflection does
Power Effects so that other people somehow don’t is allow the character to Reflect the attack made
associate all the “lucky breaks” he experiences against him; he can’t change that attack or make
with him directly. any other use out of it. However, the GM could
Usable By Others: Characters often apply the certainly allow this sort of thing if he wanted; it
Usable By Others Advantage to this Power to might be a fun option for a high-powered, over-
create the ability to influence the probabilities the-top action sort of campaign.
affecting other characters. If bought with Usable
By Other, the character can grant a re-roll to
another character if that character wants it. This
Regeneration
does not, however, change the overall number of A character with Regeneration could get hit
re-rolls a character can make per session — every with a Drain BODY whose return rate has been
one re-roll he grants another character is one less extended beyond the time period of the character’s
he can make himself. Characters cannot buy Prob- Regeneration. In this case the Regeneration still
ability Alteration as Usable Simultaneously, since applies and allows the character to regain the lost
only one character ever makes a given roll. (At the BODY as normal for Regeneration, regardless of
GM’s option, a character might be able to apply the specified Delayed Return Rate of the Drain.
Usable Simultaneously and affect one roll by each If a character buys Regeneration with the
of several persons during the Phase in which he Resurrection Only (-2) Limitation, that Limita-
activates the power.) tion apply just to the whole ability, including the
Probability Alteration with Usable As Attack
allows a character (if he succeeds with an Attack
Roll, per normal for such powers) to force another
character to re-roll a roll he succeeded at. In this
case the Target becomes “Target’s DCV,” and the
36 n Powers, Power Modifiers, And Complications Hero System 6th Edition
2
Character Points per Maneuver. Here’s some more
information on this: Telepathy
Block, Club Weapon, Dodge, Roll With A Punch: When a character uses Telepathy on a target to
Generally speaking these Maneuvers can’t be used search for specific memories or other information,
with Telekinesis, so spending Character Points to the target doesn’t know which facts his attacker’s
“buy” them is useless. However, the GM might seeking. A target who’s attacked with Telepathy
rule that if a character spends 3 Character Points knows that he’s being attacked with Telepathy
to “buy” Block that he can Block Ranged attacks (unless, of course, the attacker declares and
or weapon-based attacks without suffering any achieves the +20 Effect Roll modifier to hide it, or
OCV penalty. the Telepathy has the right form of Invisible Power
Effects). But he doesn’t know what facts, if any, the
Brace, Cover, Haymaker, Hipshot, Pulling A attacker is looking for and/or has found. At the
Punch, Set: Characters may Haymaker their GM’s option, Telepathy that reveals to the target
Telekinesis without having to pay Character Points what facts have been searched for and/or found
to “buy” the Maneuver. They can also Brace and/ may take a -¼ Limitation, Known Search.
or Set when using Telekinesis, Cover a target with
Telekinesis, Hipshot with Telekinesis, or Pull his
Telekinesis Punch without having to “buy” those Teleportation
Maneuvers.
If a character declares that he’s using
Choke, Disarm, Shove, Snap Shot, Strafe, Noncombat Teleportation, and then is Stunned
Suppression Fire, Trip: Characters must spend or Knocked Out before his extra Phase occurs, he
Character Points to “buy” these Combat Maneu- does not Teleport. Being Stunned or Knocked Out
vers for use with Telekinesis. “interrupts” his action. At the GM’s option, other
factors, such as being Knocked Back, may have the
Grab, Strike (“punch”), Throw: Characters may
same effect even if the character’s not Stunned or
perform these Maneuvers with Telekinesis “for
Knocked Out.
free”; they don’t have to pay for them.
GATES
Move By, Move Through: Characters cannot
perform these Maneuvers with Telekinesis, so The number of characters able to use a Gate at
spending Character Points to “buy” them is once depends on how the Gate’s built. A Gate has
useless. to be bought with some form of Usable On Others
If the GM uses some of the optional new — either Usable By Other or Usable Simultane-
Combat Maneuvers in APG, Blazing Away, ously (most often the latter). The value of the
Interference, and Hurry cost Character Points to Advantage defines how many people can use the
use with Telekinesis; characters cannot perform Gate simultaneously; it’s certainly possible (though
Disarm Bys with Telekinesis. rare) for someone to make a Gate that thousands
Unless the GM prefers otherwise, a character of people could go through at a time (though that
cannot use Combat Skill Levels with regular would require the Gate to be pretty large and to be
Martial Arts or All HTH Combat when attacking able to handle a lot of Increased Mass).
with a Martial Maneuver via Telekinesis. Combat
Skill Levels bought specifically for Telekinetic
Martial Maneuver Attacks, or at the GM’s option
38 n Powers, Power Modifiers, And Complications Hero System 6th Edition
The mass limit for a Gate defines the mass of is stopped to determine how much END the char-
any given person or object that can move through acter spends maintaining the Power).
the Gate. It’s not a per-Segment restriction, it’s a
USING TIME STOP
per-person (or object) restriction.
When a character activates Time Stop, time
RESTRICTED-USE GATES stops flowing throughout all Reality, which means
Normally, anyone can use a Gate. At the GM’s all activities and actions also stop in mid-second.
option, a character can create a Gate that only This includes:
certain persons can use. If only a small group
(up to eight people, typically with something in people and vehicles stop moving. If they’re in
common, like being on the same team or in the mid-air they don’t fall; if they’re in the water
same family) can use the Gate, this is an additional they don’t sink; if they’re in outer space Newto-
+½ Advantage; if a larger group of people can use nian motion ceases. They’re literally frozen in
it (such as all members of a particular species or place.
cult), it’s an additional +¼ Advantage. fallingpeople and objects stop falling; they’re
These values are based on the concept that suspended in mid-air for the duration of the
it’s tactically advantageous for a group of Player power.
Characters to have a Gate only they can use. If
restricting the Gate to a larger group has signifi- all energetic reactions are “frozen” in mid-reac-
cant benefits — for example, to create a Gate tion. Stars and fires stop burning (they don’t go
out, they’re “frozen” mid-burn), energy beams
2
that only Humans can use during the Human-
Denebian Wars — then the GM may want to stop moving toward their targets, boiling water
change the values. In that case a Gate that only is “frozen” in mid-bubble, light stops moving,
a few Human soldiers can use may be far less gravity has no effect.
helpful than one any Human soldier can use. ongoing physical conditions and processes
cease functioning. If a person is bleeding from
Time Powers an injury, the blood stops flowing while time
is stopped; similarly, poisons and diseases stop
There are many ways to represent the ability coursing through a living body. Avalanches
to manipulate (or even stop) the flow of time in and earthquakes halt in mid-rumble, storms in
the HERO System, including such Powers as Aid, mid-thunderbolt.
Drain, Entangle, and Extra-Dimensional Move-
living beings cease to perceive things; they have
ment. However, creating some types of classic
time-manipulating powers require such complex no awareness that time’s been stopped (see
and/or expensive constructions that it’s difficult (if below). They also don’t age, become hungry,
not impossible) for Player Characters to use them. catch diseases, or the like. The only thing that
The following two Powers are intended to over- can affect them is the character using Time
come this difficulty by providing much simpler Stop (see below).
rules for stopping or changing time. Obviously The only person who’s immune to these effects
these are “Stop Sign” Powers, since either or both is the character using Time Stop. He can move
of them could wreak havoc with campaign balance around freely using his standard movement abili-
— check with the GM before purchasing them ties (and if he was falling when he used the power,
for a character. Both are Special Powers and also he continues to fall). He can touch (or even harm)
belong to the new category of Time Powers. time-stopped people and objects without “freeing”
Additionally, see the Speed Zone section of them from the effect. He can touch harmful things
Chapter Three. You could use the Speed Zone (like a “frozen” fire or laser bolt) without suffering
rules to represent the ability to slow the passage any harm. (However, if he’s affected by an ongoing
of time to the point where the character using the internal phenomenon, like a poison, disease, and
power seems to be moving incredibly quickly. most Damage Over Time or Uncontrolled powers,
inflicted upon him before he stopped time, that
HHTIME STOP continues to affect him.) He can move people
or objects (provided he’s strong enough to lift
Type: Special Power/Time Power
and carry them, of course). Although he can’t be
Duration: Constant harmed by anything, he continues to age at the
Target: Special standard rate of one second per second.
Range: No Range While time is stopped, the character using
Costs END: Yes Time Stop can take any action he could normally
take during the regular flow of time. He pays END
Cost: 200 Character Points
for those actions at the usual rate in addition to
A character with this Time Power has the the END cost for Time Stop itself. (Even though
ability to stop time throughout Reality. Some the character is “outside time,” the GM should
examples of Time Stop include a time traveler’s track “phantom Phases” for purposes of END
chrono-technology or a powerful wizard’s “Stop expenditure and such.) For example, he could:
Time” spell. Time Stop costs END to use (the
GM has to track “phantom Phases” while time slit
an enemy’s throat so he starts bleeding to
death as soon as time starts again.
Hero System Advanced Player’s Guide II n Chapter Two 39
2
render a character immune to Time Stop — Deso- a small area (such as a single city), the GM should
lidified characters exist in Time, and thus when adjust the values, since a Time Stop large enough
Time is Stopped, the stoppage affects them just as to cover the entire campaign setting isn’t really
much as it affects solid characters. “Limited” in any way.
A character who enters a Time Stop “field”
Duplication: If a character uses Time Stop, any
from the unaffected parts of Reality instantly
Duplicates of him are not immune to the effects
becomes subject to Time Stop. An attack fired
— they’re frozen in time, leaving only him (be he
into the Time Stop “field” from outside it becomes
the original character or a Duplicate himself) free.
Time Stopped as soon as it enters the field, but
However, if he buys the Personal Immunity (+¼)
continues functioning as soon as the field is
Advantage for his Time Stop, then his Duplicates
turned off (and thus may hit its intended target).
also aren’t affected by Time Stop.
It’s up to the GM to determine the campaign
Life Support: SH 261 suggests the possibility of implications (and in some cases rules implica-
time travelers buying Life Support (Immunity to tions) of only stopping time in a small area. The
Time Shifts) for 2 Character Points to avoid the overall effect on the setting as a whole could be
effects of altering the time-stream. In a campaign trivial, or it could unravel the fabric of space-
where Time Stop is often used, or where ultra- time. Done in a small area (such as a “cold sleep”
powerful cosmic entities are immune to its effects, capsule) it probably won’t disrupt Reality too
the GM might allow characters to buy Immu- much, but if one city or planet stops while the rest
nity (Time Stop) as a 3 Character Point form of of the world keeps advancing, the ultimate conse-
Immunity. quences could be dire.
With the GM’s permission, a character can
ADVANTAGES
define the -2 value of Limited Area as “Self Only”
Transdimensional: Time Stop is described as or only affecting a single target (though the GM
working throughout “Reality.” In campaigns should be sure that this doesn’t violate the rule
that feature multiple dimensions, the GM needs against buying a “partial” Time Stop only to
to decide whether “Reality” includes the entire protect the character). In this case, the character
Multiverse, or just the single dimension the char- must define a condition that causes Time Stop to
acter’s in when he uses the Power. If Time Stop cease functioning — either the passage of a speci-
only affects one dimension, then characters in fied amount of time (from the perspective of an
other dimensions can attack (or otherwise affect)
Time Stopped characters/objects by using Transdi- LIMITED AREA TIME STOP
mensional powers from another dimension.
Value Area Affected
Usable On Other: With the GM’s permission, a
-2 Up to 10m radius
character can apply this Advantage to Time Stop
not to grant other characters the ability to stop -1¾ 11-100m radius
time, but to be able to make them “immune” to -1½ 101m-1 km radius
the time stoppage the way he is. He buys Usable
-1¼ 1.1-10 km radius
Simultaneously, and when he uses Time Stop one
of the recipients is always himself. After he uses -1 10.1-100 km radius
Time Stop, he can then touch other characters -¾ 100.1-1,000 km radius
to “free” them from the effect the way he’s free
of it (up to the limit of the number of characters -½ 1,000.1-10,000 km radius
bought via the Advantage). -¼ 10,000.1 km or greater radius
40 n Powers, Power Modifiers, And Complications Hero System 6th Edition
2 Value Effect
hoped. Replay costs END to use (see below).
BUYING REPLAY
-2 Actions take twice as long (a Half Phase The base cost of Replay depends on how great
Action requires a Full Phase, a Full a span of time the character can “rewind”: 30
Phase Action requires two Phases, an Character Points to Replay one Segment, plus
hour-long task requires two hours, and an additional +30 Character Points for each step
so on) down the Time Chart thereafter (thus, a total of 60
-1¾ Actions take 3-4 four times as long Character Points for 1 Phase, 90 Character Points
(a Half Phase Action requires two Full for 1 Turn, 120 Character Points for 1 Minute, and
Phases, a Full Phase Action requires four so on).
Full Phases, a 1 Turn-long task takes
USING REPLAY
four Turns, and so on)
When a character activates Replay, time is
-1½ Actions take 5-8 times as long stopped and immediately “reversed” to whatever
-1¼ Actions take 9-16 times as long point in time he chooses, up to his maximum. For
-1 Actions take 17-32 times as long example, a character who can Replay up to the
past 20 Minutes of time could choose to Replay
-¾ Actions take 33-64 times as long the full 20 minutes, or just 36 seconds, or five and
-½ Actions take 65-125 times as long a half minutes — any amount up to 20 minutes.
-¼ Actions take 126 or more times as long The Replay time limit counts back from the
instant the character uses the Power. For example,
a character with Replay (20 Minutes) can’t choose
to Replay a period of 20 Minutes that happened
two hours ago; he can only Replay the immediate
past 20 Minutes he just experienced. If he has
enough Replay to go back two hours, he could
Replay that 20 Minute period, but time would
then run normally from there, forcing him to
relive the entire two hours.
When a character Replays time, all Reality
returns to its former state as of the point in time
he chooses to “return” to. This includes:
injuries suffered by characters, damage suffered
by objects, and other such “negative conse-
quences” are instantly “healed,” returning the
character/object to its former condition as of
the designated point in time. All STUN, BODY,
END, and Charges lost or used during the
Replayed portion of time return to their former
totals. Conversely, if a character experienced
a positive action or consequence of some sort
during the Replayed frame of time — someone
Hero System Advanced Player’s Guide II n Chapter Two 41
healed an existing injury or Aided his DEX, for When a character activates Replay, he (and
example — that’s also undone. everyone else affected, of course) returns to the
specified moment in time in the condition he
any aging experienced by characters is
was in when that moment in time first existed/
“undone” back to whatever age they were as of
occurred. Intermediate states of being don’t affect
the designated point in time.
him. For example, suppose a character has Replay
people, vehicles, and moving objects move (1 Hour). He wants to Replay the past hour of
back to whatever position they were in as of the time. During that hour, he was Knocked Out
designated point in time. twice, lost 3 BODY from attacks, and was Mind
Controlled for one minute. Since none of those
ongoing physical conditions and processes conditions (being Knocked Out, lost BODY, being
return to their former state as of the designated Mind Controlled) affected him at the beginning
point in time. For example, Replaying time to of the 1 Hour, they have no effect on him when he
a point before it began raining stops it from Replays time. He doesn’t end up at the “starting
raining (but of course, it starts to rain again point” Knocked Out, having lost BODY, or being
when time reaches the proper point after it Mind Controlled, since none of those things had
starts flowing over again). affected him as of that point in time.
There’s only one change Replay can’t undo: the Unless the GM rules otherwise, a character can
END spent on Replay itself. When a character uses use Replay to repeat the same period of time as
Replay, he returns to however much END he had often as he wants. For example, if a character has
2
as of his declared “starting point,” minus the END Replay (1 Hour), he could Replay the past hour
spent to use Replay. If this causes him to sink into dozens of times until events turn out the way he
negative END and the GM has to roll for him to wants them to. Or he could Replay 10 minutes one
spend STUN in place of END, that STUN damage time, then the whole hour the next time, then 27
also isn’t “reversed” by the Replay. minutes, and so on — he just can’t Replay further
back than an hour from when he activates the
Example: MetaMan has Post-Segment 12
power.
Flashback, the power to Replay the past 12
Depending on how long a period of time is
seconds of time. He and his teammates, the
involved, Replay can have significant effects on
Crimesmashers, blast their way into the Ulti-
the environment (not to mention characters). For
mates’ base to confront the evil villains. However,
example, Replaying a few seconds could stop an
after one Turn of combat things haven’t gone
avalanche or merely repeat part of it, depending
well: Binder has Entangled Protostar and the
on when the Power’s used in relation to when the
Gunsmith, Blackstar has thrown Irongirl across
avalanche started. The longer a period of time a
the room and into a pillar, Knocking her Out,
character can Replay, the greater his power over
Diode has suffered serious injuries (-28 STUN, -7
the setting... and the campaign.
BODY) from Cyclone’s and Orion’s attacks, and
Obviously Replay can have serious repercus-
MetaMan himself is trapped in one of Slick’s fric-
sions for game play — characters could use it to
tion manipulation fields. Deciding he’d rather try
literally “redo” nearly any actions again and again
this all over again, MetaMan activates his Replay
until they get an outcome they want, causing
ability.
what would have been a single brief combat
Suddenly time reverses to the point where the
to take hours and hours to resolve. Thus, this
heroes burst into the Ultimates’ lair. MetaMan,
power requires close GM oversight and control.
Protostar, and the Gunsmith are all free of the
For example, the GM might rule that any given
Entangles. The END MetaMan and Protostar
portion of time can only be Replayed once, or
spent on their abilities “returns” to them (except
he might impose other restrictions (like a higher
for the 9 END MetaMan spent using Replay), and
END cost) to make it clear to characters that the
the bullets the Gunsmith fired (the Charges he
Power shouldn’t be used casually.
used) “return” to him as well. Irongirl is no longer
Knocked Out (she’s back to the full STUN she POWERS
started the combat with), and Diode’s lost STUN
and BODY have been fully “healed” as well. All Desolidification: Being Desolidified does not
five heroes are now standing where they were render a character immune to Replay — Deso-
when they entered the room. Similarly, all the lidified characters exist in Time, and thus when
Ultimates have been fully “healed” and returned Time is Replayed, the “rewind” affects them just as
to their starting positions. Time for Round 2.... much as it affects solid characters.
Once a period of time is Replayed, actions Time Stop: A character who’s trapped in Time
proceed normally. All affected characters recall Stop cannot use Replay to “get out of ” the Time
what happened in any previous “iterations” of that Stop effect — Time is stopped for him, and thus he
period of time, and can remember what actions can’t use any of his powers or abilities, including
occurred, how effective they were, and so forth. Replay.
They can attempt those same actions again if they
prefer (though of course they have to make new
rolls, so actions that succeeded one time may not
succeed again), or they can attempt different ones.
42 n Powers, Power Modifiers, And Complications Hero System 6th Edition
ADVANTAGES
LIMITED AREA REPLAY
Invisible Power Effects: Ordinarily the character
using Replay and all affected characters are aware Value Area Affected
that time’s been Replayed, and they remember -2 Up to 10m radius
what happened in all previous “iterations” of that
period of time. However, if a character buys his -1¾ 11-100m radius
Replay with Invisible Power Effects at the +½ level, -1½ 101m-1 km radius
only he remembers any previous iterations — to
-1¼ 1.1-10 km radius
everyone else affected, there’s no recollection of
previous actions or outcomes, it’s as if they’re -1 10.1-100 km radius
progressing through the Replayed period for the -¾ 100.1-1,000 km radius
first time.
-½ 1,000.1-10,000 km radius
Personal Immunity: Characters can’t buy this -¼ 10,000.1 km or greater radius
Advantage for Replay; they must use the Replay
Immunity (+½) Advantage described below.
With the GM’s permission, a character can
Replay Immunity (+½): As discussed in the main define the -2 value of Limited Area as “Self Only”
text, a character using Replay experiences its or only affecting a single target (though the GM
effects just like everyone else. That doesn’t apply should be sure that this doesn’t violate the rule
2
for Replay bought with this Advantage. In that against buying a “partial” Replay only to protect
case the character using the Power stays right the character). However, GMs should be wary
where he is, isn’t “healed” of any negative conse- of the game implications of allowing this. A “self
quences (and doesn’t lose any positive ones), and only” Replay for 1 Segment or 1 Phase would give
so forth. Typically this doesn’t cause the character a character the opportunity to change his actions,
any harm or difficulties, but the final outcome’s or re-do a given roll until he gets the result he
up to the GM — if the character chooses to wants.
stand in the middle of the street while Replaying It’s up to the GM to determine the campaign
time, there’s a good chance a car returning to its implications (and in some cases rules implica-
“starting point” will run over him in the process tions) of only Replaying time in a small area. The
(assuming the power’s special effect involves overall effect on the setting as a whole could be
“rewinding time” or the like). trivial, or it could unravel the fabric of space-time.
Characters often buy the Usable Simultane-
ously Advantage for Replay with Replay Immunity
so that they can extend the immunity to other Transform
persons (such as their colleagues, teammates, and Transform can have the Costs Endurance
DNPCs). Unless the GM rules otherwise, this (to maintain) Limitation. If the character stops
doesn’t grant other characters the ability to replay paying END, the Transform effect stops working
time, but makes them “immune” to Replay the in total at the end of that Segment and the victim
way the character using the Power is. un-Transforms back into whatever shape/func-
LIMITATIONS tion he had before he was Transformed. Paying
an END maintenance cost does not in any way
A character cannot buy Replay with Limita-
increase the effectiveness of, or improve, a Trans-
tions like Only To Heal Myself so that he “rewinds
form power, nor allow it to keep working beyond
time” to, in effect, render himself immune to all
the point at which the “heals back” condition is
injury. In general, the GM shouldn’t let characters
satisfied.
buy any form of Replay that “partly” stops time;
Replaying time is by and large an all-or-nothing
sort of effect. Tunneling
Limited Area (varies): Some characters may only For game purposes, Tunneling does no
want to be able to “rewind” time throughout a BODY damage to substances or objects Tunneled
small area rather than all Reality. See the accom- through, unless and until the GM wants to invoke
panying table for suggested Limitation values. common or dramatic sense. It’s a Movement
However, those values assume that the campaign Power, not an attack, and shouldn’t be used as
setting is of fairly typical scale — a continent, an attack. For example, a character can Tunnel
perhaps even an entire planet. In campaigns that through a building’s wall and there’s no risk of the
routinely cover far greater areas, the GM should building collapsing. However, if the character has
adjust the values accordingly to allow characters to Tunnel through the wall in numerous places,
to affect meaningful amounts of the setting with eventually the GM might rule that the building
Replay. Conversely, in campaigns which never falls down (or at least is at risk to). This is a far
leave a small area (such as a single city), the GM more likely occurrence when damaging the object
should adjust the values, since a Replay large is disadvantageous to the character; characters
enough to cover the entire campaign setting isn’t shouldn’t be allowed to use Tunneling to destroy
really “Limited” in any way. objects for their own benefit.
The Hero System Advanced Player’s Guide n Chapter Two 43
POWER
ADVANTAGES
H
ere are some new, expanded, and/or
optional rules for Power Advantages.
Attack Versus
Alternate Defense
If a power takes AVAD as a Limitation (such as
a Drain that works against PD), the Does BODY
Naked Advantages
Characters generally cannot Aid naked Advan-
(+1) Advantage is still required to make the attack
do BODY damage.
If a character buys a Damage Over Time ability
2
tages, because there’s usually no way to “improve” that has the AVAD Advantage, he must pay for the
them (aside perhaps from increasing the Active “defense only applies once” modifier to Damage
Points they can apply to). The GM can allow this Over Time’s value.
if he wants to, but if so he should determine how At the GM’s option, for an additional +¼
Aid applies. Advantage a character can define two defenses
for his AVAD. He defines which one applies at the
Alternate Combat Value start of the game session, and can switch to the
other defense as a Zero Phase Action at any time.
If a character has a power bought with ACV If desired, the GM can even take this a step further
such that it uses OMCV in place of OCV, and and allow characters to define three, four, or more
that power fits the “Simulating Mental Powers” possible AVAD defenses that they can switch
guidelines on 6E1 326 so that the GM declares it’s between, at a cost of an additional +¼ Advantage
treated as a “Mental Power,” then he should use for each additional defense. Alternately, an AVAD
the character’s EGO, not his DEX, to determine might work against either of two defenses, which-
when his Phase occurs in a Segment. Otherwise, ever is less beneficial for the attacker; this would
use his DEX as usual. be a -¼ Limitation. (The GM could extend this
as well, with an additional -¼ Limitation for each
additional defense.)
Area Of Effect 6E1 326 notes that lack of something, being
The Damage Shield rules on 6E1 321 apply only or not being a member of a particular species or
to HTH Combat. However, there may be charac- profession, and a defined number of points of a
ters or power concepts for which a similar sort of given defense generally aren’t valid defenses to
effect might apply to Ranged Combat attacks. For NNDs. This reasoning holds true for other types
example, a character with a body made of elec- of AVADs. However, the GM can make exceptions
tricity might be able to send a Blast back at anyone if he wishes. Some possible examples include:
who shoots him with a Ranged energy attack. the defense is having a given Characteristic
At the GM’s option, characters can buy this by (obviously a Very Common defense if the
adding an additional +0 Advantage, Ranged, for power’s intended for use against living beings)
Damage Shield. A Ranged Damage Shield works — for example, a target’s CON or BODY might
just like a regular Damage Shield, except that be the defense against a disease- or poison-
it’s triggered by Ranged attacks instead of HTH based attack, allowing “healthier” or “tougher”
attacks. If the GM feels, based on the frequency of targets to take less damage
Ranged attacks in the campaign, that this would
be unbalancingly effective, he can increase the the defense is having a power or powers of a
value of the Advantage. given special effect — for example, in a Fantasy
campaign, some Shadow Magic spells might
not work against anyone who could cast Light
Magic or Divine Magic spells
a bio-weapon that’s genetically tailored to affect
members of a given species only; against other
species it has no effect at all
44 n Powers, Power Modifiers, And Complications Hero System 6th Edition
2
Endurance (½ END; +¼) affects the base power the length, height, and width that he wants, plus
as normal but has no effect on the Autofire’s END however much PD, ED, and BODY he wants to
cost; Reduced Endurance (0 END; +½) affects the start with (usually a small amount, like 1 PD,
base power as normal but only reduces the END 1 ED, 1 BODY). For each DoT increment that
cost of the Autofire to ½ END per shot. Thus, a passes, the Barrier gains the purchased amount
character who expects to use a naked Autofire of PD, ED, and BODY. Alternately the GM can
Advantage frequently with an attack and doesn’t allow the character to buy some of those aspects of
want to spend a lot of END should consider Barrier to a predefined full amount and only have
paying the higher Reduced Endurance cost for DoT apply to the others.
Autofire attacks for the base power, even if that
won’t have any additional effect when he’s not Change Environment: Each increment of effect
using Autofire. adds the purchased amount of combat effect to
Choosing to use less than the full number of a Change Environment. For example, Change
Autofire shots a character has available to him Environment, -1 to Sight Group PER Rolls, DoT,
does not in any way affect the calculation of how would add an additional -1 Sight Group PER Roll
DCs are added to the attack. per increment. That might represent a Create Fog
Spell or a Spell of Darkening Shadows.
HIT LOCATIONS
Darkness: Each increment of effect adds the
How Autofire interacts with the Hit Location purchased amount of meters radius of Darkness
rules depends on how those rules are being used. to the Darkness field, slowly but surely making it
If the attacker has declared a Placed Shot and bigger. (See Area Of Effect, below.)
suffered the OCV penalty for that Hit Location,
then all the Autofire shots hit that Location. He Dispel: Each increment of effect adds the
was willing to suffer the penalty so he deserves the purchased amount of Dispel dice to the effect.
benefits if he still hits despite that penalty. This removes the “one roll all or nothing” effect
If the Hit Location struck by an attack is simply of Dispel — the character keeps rolling the added
being rolled, then the attacker should roll once for dice and adding up the total until all increments
each shot that hits the target. accrue. If at any time the total equals or exceeds
the Active Point total of the target ability, it stops
working.
Cumulative Entangle: A DoT Entangle gets tougher and/or
If multiple attackers have the same Cumulative harder to break free from as time passes. The char-
power, the amounts they roll are not combined. acter buys the dice of BODY, the PD, and the ED,
Each Cumulative attack is a separate thing and he wants to start with (usually a small amount, like
accumulates its points separately. However, in 1d6, 1 PD/1 ED, 1 BODY). For each DoT incre-
some campaigns for some unusual powers the ment that passes, the Barrier gains the purchased
GM might choose to allow Cumulative rolls from amount of BODY, PD, and ED. Alternately the
multiple uses of the same power to add together if GM can allow the character to buy some of those
the attackers successfully Coordinate their attacks. aspects of Entangle to a predefined full amount
and only have DoT apply to the others.
Flash: Typically DoT has no effect when applied
to a Flash. Once the initial attack hits and the
target Sense is “blinded,” further increments have
no effect because the target is already “blind” and
Hero System Advanced Player’s Guide II n Chapter Two 45
2
Mental Illusions, Mind Control, Mind Scan, Telep- when he re-allocates the Framework and loses one
athy: DoT applied to these powers works much he can decide which one is lost at that time (he
the same as Cumulative: the dice keep adding doesn’t have to define this in advance).
until all increments have accrued, and if the
overall Effect Roll is enough to reach the declared Example: Khalandrian the Mystic is a wizard
effect, the target’s affected; otherwise he isn’t. in a Fantasy Hero campaign where characters
are allowed to buy spells in Multipowers. He
Telekinesis: Characters can’t apply DoT to has a Multipower with a 62-point reserve and
Telekinesis, unless the GM’s willing to permit it four slots: Blast 10d6, Delayed Effect; RKA 3d6,
and to determine how increments can accrue for a Delayed Effect; Drain STUN 5d6, Delayed Effect;
Constant Power. Teleportation 40m, Delayed Effect. Each slot is
Transform: Each increment of effect adds the a Fixed slot and has Concentration, Extra Time,
purchased amount of dice to the effect. Somewhat Gestures, Incantations, and Requires A Magic
like Cumulative, the dice keep adding until all Roll as Limitations. The campaign rules restrict
increments have accrued, and if the overall Effect Khalandrian to INT/3 spells he can “store” at any
Roll is enough to Transform the target, he’s Trans- one time, which in his case means eight spells.
formed; otherwise he remains unchanged. Khalandrian uses Delayed Effect to “store” his
RKA spell. However, he can’t switch the Multi-
Area Of Effect: At the GM’s option, characters can power to another slot without losing his stored
buy DoT for any power with Area Of Effect. Each RKA, so he can’t “store” any other slots’ spells.
increment of effect adds the purchased amount of Khalandrian makes the best of a bad situation
Area (typical 1m Radius) to the Area, gradually and “stores” the RKA spell seven more times,
increasing its size. Since this to some extent makes bringing him to his maximum of eight stored
the power function like a Constant Area-affecting spells.
power, the GM may require that it also have Vorzhan the Arcane is another wizard in
Constant (+½) if it’s not already Constant. the same campaign. He has the same Multip-
Usable As Attack: With the GM’s permission ower and spells as Khalandrian, except that his
characters can apply DoT to Usable As Attack reserve is 124 points. So he stores the RKA spell
powers, but he has to determine how the incre- and the Teleportation spell, since the reserve is
ments accrue and other effects. large enough for him to have any two slots active
at a time. He stores the RKA five times and the
Teleportation spell three times. If he switches the
reserve to the Blast or the Drain, he’ll lose either
all the stored RKA spells or all the stored Telepor-
tation spells.
Later Vorzhan earns enough Experience
Points to convert all four of his spell slots into
Variable slots and to increase the reserve to 148
points. He decides to store lesser versions of all
four of his spells: Blast 6d6; RKA 2d6; Drain 3d6;
and Teleportation 30m. That’s four 37-point slots,
which fit exactly into his Multipower reserve. He
stores the Blast spell two times, the RKA spell
three times, the Drain spell one time, and the
Teleportation spell two times. However, since he’s
used up all of his reserve with these four spells, if
46 n Powers, Power Modifiers, And Complications Hero System 6th Edition
2
sense for the Duplicates to simply “drop dead.” If the recipient of a UOO power is in a posi-
Second, this effect cannot be used to benefit the tion to activate a power (i.e., he has a Zero Phase
character in any significant way, such as providing Action coming, or he’s able to Abort to activate a
him with the Ranged Recombination (+½) Advan- defensive granted ability), then he can activate/use
tage for free; it’s up to the GM to adjudicate the the granted power in the same Segment in which
situation as seems best for his campaign. it’s granted, if he so chooses. Furthermore, as long
See page 50 for rules about Time Limit’s inter- as there’s no game balance reason to the contrary
action with Linked. (such as “we’re in mid-combat”), common sense
and dramatic sense dictate there are plenty of
situations when the GM can simply assume the
Trigger granted power immediately takes effect.
Once a Trigger is set, using a Triggered power DIFFERING MODIFIERS AND CHARGES
is governed by the rules on 6E1 350, which state According to 6E1 360, taking Charges on a
that activating a Trigger is usually a Zero Phase Usable By Other/Usable Simultaneously power
Action. The time required to reset a Trigger does indicates the number of times per day that power
not affect the time required to activate a Trigger; can be granted to another person. The recipient
those are two separate things. isn’t restricted by the Charges — he can use the
If a character has a Triggered ability (regard- power as often as he can afford to pay END for it.
less of how long it takes to set the Trigger), he If the grantor wants the recipient to only be able
cannot use it as a “normal” ability without setting to use the granted power a restricted number of
the Trigger. As noted on 6E1 316, Advantages times, he has to build the granted power using the
are generally mandatory, so a Triggered power “differing modifiers” rules and apply Charges to it.
should only be activated/used via its Trigger, not If there’s no Charges Limitation on the Usable
“normally.” A character who wants to be able to On Others power itself, the grantor can grant the
use his Triggered power that way should buy the power as often as the form of Usable On Others
power as a Multipower, one slot with Trigger and he’s paid for will allow him to (subject to any other
one without. restrictions or requirements, of course, such as
paying END). The fact that the granted power has,
Usable As [Second say, 8 Charges doesn’t mean it can only be granted
eight times per day, or used eight times per day
Mode Of Movement] overall — it means that each recipient granted the
power can use it eight times per day. Since this
If a character has a Movement Power with could in some respects “invalidate” the Charges on
the Usable As [Second Form Of Movement] (+¼) the granted power, the GM should consider very
Advantage, and while moving he’s hit with an carefully before letting characters creating granted
attack that does Knockback, determine Knock- powers that have Charges.
back normally for whatever mode of movement If the GM permits a granted power to have
he’s using at the time. Thus, if he’s Running, roll Charges, the grantor can build the power to
2d6; if he’s Flying, roll 1d6. The special effects of further restrict its use. For example, the Charges
the movement (such as “I run through the air” or on the granted power could have Increased
“I can fly only in contact with a surface to simulate
super-running”) are irrelevant; what matters is the
Movement Power being used at that time and the
Knockback rules pertaining to it.
48 n Powers, Power Modifiers, And Complications Hero System 6th Edition
Recovery Time, Restricted Recovery, or Never Sword Of Lightning (4 Charges only version):
Recovers, or the granted power could have some RKA 3d6, Lasts Through Unconsciousness (+½)
other Limitation that affects how often (or under (67 Active Points); Extra Time (Full Phase; -½),
what conditions) the recipient can use it. Again, Gestures (-¼), Incantations (-¼), 4 Charges
because this could effectively counteract the which Never Recover (-3). Total cost: 13 points.
restrictiveness of Charges, the GM should review
Grant Sword Of Lightning (4 Charges only
any such powers carefully before allowing them
version): Usable By Other (+¼) for Sword
into play.
Of Lightning spell (16 Active Points); OAF
Example: Arkelos wants to be able to grant the (Wizard’s Staff; -1), Gestures (-¼), Incantations
following spell to his comrades: (-¼), Requires A Magic Roll (-½) (total cost: 5
points).
Sword Of Lightning: RKA 3d6, Lasts Through
Unconsciousness (+½) (67 Active Points); Extra With that version of the spell, the recipient
Time (Full Phase; -½), Gestures (-¼), Incanta- can only cast Sword Of Lightning four times,
tions (-¼), 4 Charges (-1). Total cost: 22 points. regardless of how long he keeps control of it. Once
he casts it four times, control of it automatically
Pursuant to the differing modifiers rules, that
reverts to Arkelos, who can then freely cast Grant
22 point cost becomes the Base Cost for his UOO
Sword Of Lightning again.
spell: Usable By Other (+¼) for Sword Of Light-
The GM decides that this in effect renders
ning spell (27 Active Points); OAF (Wizard’s Staff;
“Never Recovers” meaningless and reduces its
2
-1), Gestures (-¼), Incantations (-¼), Requires A
value from -2 to -0 (thus changing the Real Cost
Magic Roll (-½) (total cost: 9 points).
of Sword Of Lightning to 22 points, and the
Since Arkelos only bought Usable By Other,
Active Point/Real Point cost of Grant Sword Of
he can only cast Grant Sword Of Lightning on
Lightning to 27/9 points). Arkelos suggests that
one person at a time. Because Sword Of Light-
he could take a -0 Limitation, Can Only Be Cast
ning has the Lasts Through Unconsciousness
On A Person Once Per Year. The GM decides
(+½) Advantage (6E1 355), the recipient keeps
this is a valid balancing factor and changes Never
control of it even if he’s Stunned, Knocked Out/
Recovers to a -1 value (thus changing the Real
asleep, or the like. Until the recipient relinquishes
Cost of Sword Of Lightning to 17 points, and the
control, or loses it through some other means,
Active Point/Real Point cost of Grant Sword Of
Arkelos can’t grant Sword Of Lightning to anyone
Lightning to 21/7 points).
else. The recipient could in theory keep Sword Of
Lightning for days, weeks, or longer, though since
it has 4 Charges he can only cast the spell four Variable Advantage
times per day.
Once Arkelos regains “control” and can cast 6E1 361, left-hand column, bottom paragraph
Grant Sword Of Lightning again, he can freely expresses the general rule that with the GM’s
cast it — the fact that Sword Of Lightning itself permission, a character can use a Variable Advan-
only has 4 Charges doesn’t limit Arkelos to only tage to expand or complement an existing Advan-
casting it four times per day, or in any other way tage, using the example of increasing Reduced
restrict his ability to cast Grant Sword Of Light- Endurance (½ END; +¼) to Reduced Endurance
ning. In theory he could keep casting it on the (0 END; +½) by “adding to it” +¼ worth of Vari-
same person again and again after the recipient able Advantage. That logic holds true for most
uses up the Charges each time, effectively giving other Advantages, such as improving Indirect or
the recipient an unrestricted number of Sword Invisible Power Effects, making an Area Of Effect
Of Lightning spells to cast. The GM threatens to or MegaScale cover a greater/larger area, and so
withhold some of Arkelos’s royalty payments if he on. However, Variable Advantage can’t be used to
ever tries to pull this sort of stunt. “change” an existing Advantage (such as changing
Suppose Arkelos had instead bought Grant the defense to an AVAD) unless (a) the Variable
Sword Of Lightning this way: Advantage is large enough to completely replace
Usable Simultaneously (8 people; +1) for the existing Advantage, and (b) the GM permits
Sword Of Lightning spell (44 Active Points); OAF it (which is unlikely in the case of trying to devise
(Wizard’s Staff; -1), Gestures (-¼), Incantations a way to quickly and easily change an AVAD’s
(-¼), Requires A Magic Roll (-½) (total cost: 15 defined defense, for example).
points). If a character uses Variable Advantage to
In that case he could grant Sword Of Lightning choose an Advantage that has to be defined some
to eight people at a time, significantly increasing way when purchased (such as defining the Source
his group’s firepower. He couldn’t cast it on one Point for a power that has Indirect, or the defense
person multiple times at once, however. for a power with AVAD), the character does not
Suppose further that Arkelos only wanted the have to define that Advantage “in advance,” nor is
recipient to be able to cast Sword Of Lightning he restricted to using that Advantage in just one
four times regardless of how long he kept the spell. way every time he chooses that Advantage. He can
In that case he’d build the spells this way: change the way the Advantage affects the power,
or how its defined aspects are defined, each time
he chooses that Advantage with Variable Advan-
tage... unless, of course, the GM rules otherwise.
The Hero System Advanced Player’s Guide n Chapter Two 49
POWER
LIMITATIONS
H
ere are some new, expanded, and/or have Gestures (or Incantations). The note on 6E2
optional rules for Power Limitations. 73 concerning “mutually exclusive” Limitations
is referring to the latter situation, not stating that
it’s never possible to Multiple Attack with two or
more powers that have Gestures (or Incantations).
Ablative
The minimum damage incurred because an
Linked 2
attack is Penetrating qualifies as “exceeding” an Time Limit interacts with Linked in some
Ablative defense for lowering the Required Roll. unusual ways. Characters may take Time Limit
on either the greater or lesser power in a Linked
power, subject to the following rules:
Charges
1. Standard rules pertaining to the duration of the
It’s not uncommon for characters to take the powers in a Linked power, discussed at various
Charges Power Modifier on a Multipower’s reserve points on 6E1 383-85, still apply. Time Limit
to indicate that all the slots in the Multipower cannot be used to avoid or bypass those rules
draw from the same “pool” of Charges. At the (unless, of course, the GM chooses to permit this).
GM’s option a character can do this for a group
of powers that aren’t in a Power Framework. This 2. Ideally both the greater and lesser powers
is most common if the powers are in some way should have Time Limit, and it should be for the
“related” (for example, they’re all part of a Unified same period of time, but this is not required. A
Power), but it’s up to the GM to decide whether character could, for example, have a greater power
to allow it. The GM also determines whether the with a long Time Limit and a lesser power with
character can take an increased value for Charges a short one, or a greater power that functions
(such as an additional -¼ or -½ worth of Limita- normally and a lesser power with Time Limit.
tion) — sometimes having a group of powers If the greater power is subject to a Time Limit
draw from the same pool of Charges restricts a and the lesser power is not, the lesser power auto-
character more than normal, but in other cases matically stops functioning (or becomes unable to
the GM may not think it’s sufficiently restrictive to be used) when the specified time period ends. If
merit increasing the Limitation (after all, a Multi- the greater power is not subject to Time Limit and
power doesn’t get one). However, even if the GM the lesser power is, the lesser power automatically
allows no additional Limitation, if a power draws stops functioning (or becomes unable to be used)
from a common pool of Charges it qualifies for the when the character stops using the greater power.
Requires Multiple Charges Limitation (6E1 371) if
the character has to use more than one Charge to
activate the power. Psionic (-½)
This Limitation represents a power that simu-
Gestures, Incantations lates a psionic ability — which means it should
only work when other minds are present, not
As noted on 6E1 381-82, a character can acti- when inanimate objects are involved. It doesn’t
vate two or more powers with Gestures (or Incan- apply to Mental Powers (which already suffer
tations) in the same Phase if they only require from this restriction); it’s intended for abilities
Gestures (or Incantations) to activate, so he could that normally would apply to “mental” and “non-
Multiple Attack with them in that case. If a power mental” situations. Examples include Combat
requires Gestures (or Incantations) throughout Skill Levels, Danger Sense, and certain attacks that
or to maintain, that prevents the character from “mimic” Mental Powers through the application of
using other powers with Gestures (or Incanta- ACV, AVAD, and other Advantages. For example,
tions) in the same Phase, so that power couldn’t be
used in a Multiple Attack with other powers that
50 n Powers, Power Modifiers, And Complications Hero System 6th Edition
Danger Sense with Psionic wouldn’t alert a char- Power Limitation. Captain Halon hits and rolls
acter to the danger posed by a trap or rockslide, his Drain dice, getting a 16. Each of those four
since neither of them involve a mind in any way powers loses 16 points’ worth of effect. In addi-
— it only warns him about threats posed by beings tion, Fire Weasel has several other Fire powers
with minds. (including a Damage Shield, some Flash Defense,
In most cases, Psionic is worth -½. The GM and various other attacks) that are united with
may allow characters to take it at the -¼ level if all of those four powers in the Unified Power.
the power could work based on mental traces or Each of those united abilities also lose 16 points’
energies left in a physical object. For example, worth of effect. They do not each lose 16 x X
Danger Sense with -¼ Psionic could perceive a points, where X is the number of powers united
trap (assuming the “mental energies” of whoever by Unified Power.
placed it linger in it), but not a rockslide or other
natural disaster (which have no “mental” compo-
nent at all). Variable Limitations
A character can’t use Variable Limitation
Unified Power to counteract, negate, nullify, or contradict
an Advantage that a power has (like applying
If a character uses a Drain that has Expanded
Increased Endurance Cost to a power that has
Effects to affect more than one Characteristic/
Reduced Endurance (0 END)). Nor can a char-
power of a given special effect at once, and the
2
acter use Variable Advantage to counteract,
target’s Characteristics/powers of that special
negate, nullify, or contradict a Limitation that a
effect are united by the Unified Power Limita-
power has.
tion, the effects of the Drain are not “multiplied”
or “cumulative.” Each targeted ability, and each
ability united with any of them via Unified Power,
is affected by the Drain in the amount rolled on
the dice.
Example: Captain Halon has Drain Fire Powers
4d6, Expanded Effect (four Fire Powers at a
time). He attacks the insidious Fire Weasel,
targeting his Blast, RKA, Resistant Protection,
and Flight powers, which all have “Fire” as their
special effect, and each of which has the Unified
The Hero System Advanced Player’s Guide n Chapter Two 51
COMPLICATIONS
H
ere are some new, expanded, and/or strength. Maybe there’s an accident that would
optional rules for Complications. injure a normal person but from which the
character emerges unscathed, or someone
catches a glimpse of the character making
casual use of his tremendous STR to perform
2
chores. For this type of Accidental Change, the
General Rules GM should roll the “chance to change” at the
If a player has a character who sells back some- beginning of each game session (or scenario);
thing to represent a physical infirmity or handicap if the roll succeeds, something happens during
of some sort — such as selling back his vision the game session (scenario) that reveals the
because he’s blind, or his CON because he’s sickly character’s true nature (and thus possibly gives
— the points he gets from selling that thing back away his secret).
do not count toward his Complications. Selling a character with energy powers might not have
back innate abilities is a separate process from full control over them. For example, he might
taking Complications to get Matching Complica- sometimes burst into flame, or might fire a
tions points. laser beam from his eyes when he gets stressed.
an apprentice wizard might not yet understand
Accidental Change magic as well as he thinks. When he tries to
cast a spell (either any spell, or just certain
As its name indicates, the “classic” use of
types of spells, depending on how he’s defined
Accidental Change is to represent a character who
the Complication), there’s a chance that a result
can’t control his shapechanging abilities — such
other than what he intended will occur. He
as a werewolf who involuntarily changes to lupine
won’t fail to cast the spell (that’s not what Acci-
form during the full moon. However, you can use
dental Change is for), but he might mistakenly
it more broadly than that. Instead of thinking of
light an object on fire when he tries to cast
it as just Accidental Change, think of it as “acci-
a Cleaning-Spell, or might poison someone
dentally revealing something I don’t want to have
when he attempts to cast a Spell Of Healing on
revealed” or “accidentally losing control over some
him.
or all of my powers.” For example:
a character with a Social Limitation: Secret
Identity could take Accidental Change to repre- Enraged/Berserk
sent the possibility that he accidentally gives The accompanying table lists suggested
away his secret. The classic example here is a frequency values for various circumstances that
super-strong character could take Accidental tend to trigger Enrageds. The frequency values
Change to represent the chance that he mistak- are based on the “typical” campaign, and so may
enly or unthinkingly reveals his superhuman not be appropriate for all campaigns. For example,
while combat is a Common occurrence in most
campaigns, in a campaign focused on the PCs
fighting in a war it may be Very Common, while
in a game centered around the political and social
machinations of a king’s court physical combat
might be Uncommon at best.
52 n Powers, Power Modifiers, And Complications Hero System 6th Edition
2
In general Common to Very Common
Any amount Common
About specific subject Uncommon to Common
Specified amount Uncommon or in specific way
(usually at least 5
BODY) Loved one/object is
harmed or threatened,
Blood, perceiving when
Any blood Common Individual Uncommon (but see
Character’s own blood Uncommon “DNPC,” above)
Challenged Uncommon to Common Category or type of Common
Cheating Uncommon person
Combat, when in Mention of hated indi- Uncommon to Common
vidual’s name
Any type of combat Very Common
Not being taken seriously Common
Combat against Depends on frequency
specific category/type with which that foe Outdone or beaten, when Depends on how skilled
of foe appears in the campaign, character is at the type of
but usually at least contest or challenge
Common Prevented from doing Uncommon to Common
Combat against Depends on frequency something he wants to do
specific foe with which that foe Questioned as to sanity or Uncommon to Common
appears in the campaign, other valued trait
but usually at least Stressful situations, when Common to Very Common
Common in
Confronted with some- Depends on how Subjected to specific non- Uncommon to Common
thing he dislikes, when frequently the “some- attack phenomenon
thing” appears in the
campaign Target resists specific Uncommon
type of attack
Denied something he Uncommon
wants Thwarted, stopped Common
Deprived of specified Uncommon Tricked, fooled Uncommon to Common
object Wants something but is Uncommon
Disobeyed, questioned, Uncommon to Common denied it
defied Unfair tactics Uncommon
DNPC is harmed or Same as frequency of
threatened, when DNPC’s appearance in the
campaign
Hero System Advanced Player’s Guide II n Chapter Two 53
2
Psychological Complication is perhaps the to a Strong Psychological Complication. It
most popular Complication, and certainly the has strong effects on his conduct, and he
one that tends to best (or most easily) define a can only avoid them if he succeeds with
character in the player’s mind. However, with only an EGO Roll.
three intensity categories — Moderate (+5 to EGO +8 Very Strong: A Very Strong Psychological
Rolls to resist), Strong (+0 to EGO Rolls), and Complication is like a Strong one, but the
Total (-5 to EGO Rolls) — there may not be quite character is affected to an even greater
enough varation and flexibility for some players or degree. He can only act against the pull of
campaigns. The accompanying Expanded Intensity the Complication if he succeeds with an
Table provides a wider range of possibilities. EGO Roll at -3.
Alternately, you can create even more finely-
grained Psychological Complications by basing +10 Total: A character with a Total Psycholog-
the value of the “Intensity” part of the Complica- ical Complication becomes totally useless
tion solely on the penalty or bonus to the char- or completely irrational in any situation it
acter’s EGO Rolls to avoid its effects. For each -1 relates to. He can only change his mind
to the EGO Roll the character experiences, the or take actions that don’t comply with the
value of the Complication increases by +2 points. Psychological Complication if he succeeds
For every +1 bonus to the EGO Roll the character with an EGO Roll at -5 (or greater) to
receives, decrease the value of the Complication change actions (if the GM allows such a
by -1 point. This makes Psychological Complica- roll at all)
tion worth fewer points than the regular version.
Example: Derek Lockhart, Adventurer for Hire!,
has three Psychological Complications. The first
is Thrillseeker — he has a hard time resisting
excitement, challenges, and danger. This is a
Common situation (10 points) and he suffers a
-2 to his EGO Rolls to resist (+4 points) — total
value 14 points.
Second, he’s in love with his girlfriend, Jesse
Adair, Part-Time Adventutrix for Hire!... but
not head over heels in love or anything. This is
also a Common situation, but he receives neither
a bonus or penalty when making EGO Rolls to
resist the Psychological Complication’s influence
on his behavior. So this one’s worth 10 points.
Third, he Loves Money — but not so much
that it makes him a total mercenary or prevents
him from doing the Right Thing when he has
to. This is a Common situation (10 points), but
he gets a +3 bonus to EGO Rolls (-3 points) to
resist the siren song of filthy lucre. That gives the
Complication a final value of 7 points.
54 n Powers, Power Modifiers, And Complications Hero System 6th Edition
2
ence Attack him.
will get a Psychological Bonus. The archetypical
The GM may, at his option, extend this concept
example here is when a person or object the
of the beneficial effects of Psychological Compli-
character’s devoted to is threatened with death
cations further, so that whenever a character is
or destruction — this galvanizes the charac-
fighting or struggling to fulfill one of his Psycho-
ter’s mind, making him concentrate so fully on
logical Complications in some meaningful way, he
preventing that from happening that he performs
may receive bonuses to his CV and/or Skill Rolls.
above and beyond his usual level of skill.
Specifically:
However, there are occasions when the danger
acharacter with a Moderate Psychological isn’t immediate at all but the character should still
Complication can receive a bonus of +1 at most probably get a Psychological Bonus. For example,
consider a character who’s trapped in a haunted
acharacter with a Strong Psychological house with some deadly horror, frantically trying
Complication can receive a bonus of up to +3 to find a way to escape to safety. His beloved wife
a character with a Total Psychological Compli- and children aren’t in any danger at all — but the
cation can receive a bonus of up to +5 thought of them might spur him to greater (or
better-applied) effort, which the GM represents by
The GM decides when a character receives a providing a Psychological Bonus.
“Psychological Bonus,” what that Bonus applies
to, how large a Bonus it is, and how long the 3. Frequency of the Bonus: Generally speaking,
Bonus lasts. (In some senses this is akin to the GM a character should only get a Psychological Bonus
deciding when to let a character make a Luck roll, when it’s really important, the situation is particu-
but to an even greater degree since a Psychological larly desperate or perilous, and the like. Rarely
Complication isn’t an ability a character pays for.) should they get more than one or two per game
Here are a few guidelines to help the GM make session. In some respects the GM should analogize
those decisions: this to Pushing a power, something that’s under
the character’s direct control but that he should
only do for crucial, heroic, or life-saving actions
(see 6E2 134).
Of course, even if the GM doesn’t want to grant
Psychological Bonuses as a campaign rule, a char-
acter could buy a similar ability with Character
Points and a Limitation reflecting the fact that it
only works when the appropriate Psychological
Complication is involved.
Vulnerability
See page 24 regarding the interaction of
Vulnerability and Damage Negation.
H C H A PTE R TH R E E
COMBAT AND
ADVENTURING
56 n Combat And Adventuring Hero System 6th Edition
ENTERING COMBAT
& FIGHTING
H
ere are some new, expanded, and/or activate it automatically at any time. He doesn’t
optional rules for entering combat and need to Abort to bring it into play, since activating
fighting. it’s an action which takes no time. However, being
able to activate it at any time doesn’t mean being
able to activate it first at any time — the GM may
require the character to succeed with a DEX Roll
Aborting An Action to determine if his activation of his defensive
If a character’s suffering a DCV penalty based power occurs before he gets hit with an attack
on a previous action and he Aborts to a defen- (see 6E2 19). If the character chooses to Abort to
sive action, whether doing so removes the DCV activate the defensive power, he automatically gets
3
OTHER COMBAT MANEUVERS to spend a minimum of 10 Character Points
Each of the Standard and Optional Combat on Martial Arts. In the Combat Skill System, a
Maneuvers becomes a separate FS; all characters character has to buy some minimum number
have a roll with each Combat Maneuver equal to of Martial Maneuver FSs, as determined by the
their DEX Roll for free; they can improve this roll GM; he can’t just buy one or two. Typically the
at the standard cost for buying up FSs (see below). minimum is three to four, but it could be as high
For example, a character might have Block 12-, as five or more. This may depend on the cost of
Grab 13-, Move Through 12-, Move By 14-, and Martial Maneuver FSs (see below); the cheaper the
Dive For Cover 12-. Martial Maneuver FSs, the higher the minimum
The OCV and DCV modifiers for Combat number purchased tends to be.
Maneuvers become corresponding modifiers to
the character’s FS rolls. For example, if a character
performs a Move By, he suffers a -2 penalty when
using his Move By Skill to attack, and suffers a -2
Numbers indicate the percentage chance for the attacker to succeed (i.e., to win the Skill Versus Skill Contest).
These numbers are approximations, and will deviate slightly from the mathematically precise probabilities.
58 n Combat And Adventuring Hero System 6th Edition
3
The GM has to decide how much Fighting
Whips Skills cost. Since characters typically have to buy a
Common Martial Arts Melee Weapons lot of them, setting their cost is an important game
Chain & Rope Weapons balance consideration.
On one end of the spectrum, the GM might
Ninja Weapons
want FSs to be expensive for “realism” purposes,
Rings to diminish characters’ capacity to purchase other
War Fan game elements, or simply to keep character sheets
Common Missile Weapons clean. In this case, treat FSs like Agility Skills, with
Bows
a cost of 3 Character Points for a DEX-based roll;
each +1 to the roll costs +2 Character Points.
Crossbows
A “middle of the road” approach prices FSs like
Javelins/Thrown Spears many Background Skills: 2 Character Points for
Thrown Knives/Axes/Darts a base 11- roll, with each +1 to the roll costing +1
Uncommon Missile Weapons Character Point.
Blowguns The other end of the spectrum is to make FSs
Boomerangs
as inexpensive as possible, so characters can save
points for other things. In this case, a character
Slings
can buy a DEX-based roll with a Fighting Skill
Siege Engines (Skill Roll is based on INT, not DEX) for 1 Character Point; each +1 to the roll costs +1
Ballista Character Point.
Catapult Of course, all FSs don’t have to use the same
Siege Tower
cost structure; the GM can make some more
expensive than others based on campaign setting
Trebuchet
considerations, his opinion about which weapons
Small Arms are “realistically” easier or harder to learn (see
Assault Rifles/LMGs page 14), game balance, or other factors. For
Handguns example, if the GM doesn’t like the fact that most
Rifles characters favor Swords and Daggers/Knives as
Shotguns
their weapons, he might make those FSs expen-
sive, while other weapons are comparatively cheap
Submachine Guns to encourage characters to use them.
Thrown Grenades In particular, the GM should consider the cost
Uncommon Modern Weapons of Martial Maneuver FSs. Even if most FSs are
Flamethrowers relatively expensive, the GM might make Martial
Grenade Launchers Manuever FSs somewhat cheaper. This may tie
into the minimum number of Martial Maneuver
GeneralPurpose/Heavy Machine Guns
FSs the GM requires characters to buy (see above).
Shoulder-Fired Weapons (Skill Roll may be based on INT, not
Another question for the GM to consider is
DEX) the issue of Skill Enhancers. He could create one
Vehicle Weapons (Skill Roll may be based on INT, not DEX) or more Skill Enhancers to make some types of
Purchased separately by vehicle FSs less expensive to purchase, or to encourage
Hero System Advanced Player’s Guide II n Chapter Three 59
3
just a few of them at the minimum level and then don’t take the margin of success (or failure) on success is a hit
investing in lots of CSLs to improve them. Neither an Attack Roll into account. A character whose on the target
situation is necessarily desireable; ideally the cost Attack Roll succeeds by 0 or 1 rolls the same or protection
of FSs and CSLs should make them equally attrac- number of dice of damage as he does when his against the target’s
tive to characters, allowing two different charac- Attack Roll succeeds by 5. attack (though of
ters to reach the point of relatively balanced effect Typically the Combat Skill System works the course “success” here
on the game via different routes but for approxi- same way. However, the GM can change this if means succeeding by
mately the same cost. he wishes so that the character who wins a Skill a sufficient margin to
Versus Skill Contest in combat gains an advantage. win the Skill Versus Skill
Some possible outcomes include:
Combat Contest). Thus you could
for each point by which an attack succeeds, it end up with a Phase
Instead of using Combat Value to determine does +1 point of damage (STUN for Normal where two combatants
whether characters hit or miss in combat, the Damage attacks, BODY for Killing Damage each hit one another
Combat Skills System uses a series of Fighting attacks) because they both
Skills in Skill Versus Skill Contests. The attacking declared “attack” instead
character uses the FS for his attack, and the target for each point by which an attack succeeds, of defense.
uses the FS for some defensive ability (such as the attacker may add or subtract (his choice) 1
Medium/Large Shields 13- or Block 14-). If the from his Hit Location roll (thus allowing him
attacker wins the Contest, he hits; if he loses, the to “shift” the Location he hits to a more favor-
target’s successfully defended himself. able one)
Example: Baran the warrior is using his sword for each full 2 points by which a defense
and shield (Swords 13-, Medium/Large Shields succeeds, the defender gets a +1 bonus to
14-) to fight a Northron berserker (Axes 13-, his FS roll to attack the character who just
Block 13-, Dodge 13-). The fearsome berserker, missed him, provided that attack occurs in the
driven by rage, attacks first, pitting his Axes defender’s next Phase and nothing’s happened
13- against Baran’s Medium/Large Shields 14-. in the meantime to alter the situation (such
The berserker rolls a 10, succeeding by 3; Baran as his attacker getting to attack again, moving
also rolls a 10, which means he succeeds by 4 away from him, or suffering Knockback)
and wins the Contest. Baran’s shield turns the
foreach full 2 points by which a defense
berserker’s axe-blow aside!
succeeds, the defender gets a +1 bonus to his
Now Baran responds in kind, slashing with
FS roll to defend against the next attack from
his sword at the berserker’s exposed side. He rolls
that same attacker, provided that attack occurs
an 8 with his Swords 13-, succeeding by 5. The
within 3 Segments
berserker attempts a Block but only rolls a 13,
succeeding exactly. Again Baran wins the Contest,
so he gets to roll the damage for his sword-blow.
60 n Combat And Adventuring Hero System 6th Edition
COMBAT MODIFIERS
& M A NEU V ERS
H
ere are some new, expanded, and/or difficulty, but is in real trouble if the only weapon
optional rules for Combat Modifiers and available to him is a sword.
Combat Maneuvers.
COMBAT MANEUVERS
COMBAT MODIFIERS
Block
ENCUMBRANCE
3
The cumlative -2 OCV penalty for performing
If a character buys Encumbrance PSLs, they do
multiple Blocks cannot be reduced or eliminated
not counteract the movement penalty imposed by
with Penalty Skill Levels. To do that, a character
Encumbrance, only the DCV penalty. A character
should allocate Combat Skill Levels to counteract
could buy such an ability as +Running (or other
the penalty.
Movement Power) with the Limitation Only To
Offset The Encumbrance Penalty (-2). REDEFINING BLOCK SOME MORE
TARGET SIZE The sidebar on APG 167 has some suggestions
for redefining how Block works if you don’t like its
The accompaning Expanded Target Size Table
absolute mechanic. Here are some more sugges-
provides the modifiers for attacking truly large
tions along those lines:
targets, such as planets. See page 115 for more
information. instead of stopping an attack entirely, Block
functions something like Roll With A Punch
UNFAMILIAR WEAPON — it reduces the damage the character takes
Even if you don’t want to adopt the “difficulty (in essence making it extra defense that only
of learning” optional form of Weapon Famil- applies if the character’s Block roll succeeds).
iarity described on page 14 in full, you can still The GM has to decide just how much protec-
adopt the idea of varying the Unfamiliar Weapon tion Block provides. It could halve the damage
penalty based on “difficulty of learning” into your (again, like Roll With A Punch), reduce it
campaign. Just group weapons into four catego- by some other percentage (such as 25%), or
ries: Simple (no Unfamiliar Weapon penalty, as provide a flat amount of defense (such as 10
with Clubs and Thrown Rocks); Easy (-1 Unfa- points or 20 points).
miliar Weapon penalty); Difficult (-2 Unfamiliar
Weapon penalty); and Very Difficult (-3 Unfa- instead of stopping attacks, Block allows a
miliar Weapon penalty). The accompanying table character to minimize their effects by changing
provides some suggestions, but the GM has the the Hit Location that gets hit. If the GM adopts
final say based on his own opinions and what he this change, then characters are allowed to
thinks will work best for his campaign. Using this declare a Block after an attack hits them (again,
rule an untrained character could, for example, something like Roll With A Punch), instead of
pick up a mace and use it without too much having to declare that they’re Blocking before
an attack’s made. If the Block succeeds exactly,
the character can add or subtract 1 point
UNFAMILIAR WEAPON VARIATION from the Hit Location rolled; for each addi-
tional point by which it’s made, he can add or
Simple Weapons: Clubs, Fist-Loads, Thrown Rocks, Unarmed Combat subtract another point. Typically the character
Easy Weapons: Blowguns, Hammers, Handguns, Maces, Picks, Rifles, Shot- Blocking opts to take the blow on his arm or
guns, Thrown Grenades leg if he can, since they take less damage from
attacks.
Difficult Weapons: Assault Rifles, Axes, Crossbows, Daggers/Knives, Javelins/
The GM may restrict which Locations a char-
Thrown Spears, Lances, Polearms, Spears, Staffs, Submachine Guns, Thrown
acter can shift an attack to based on the angle of
Knives/Axes/Darts
the attack and other factors. For example, if an
Very Difficult Weapons: Bows, Chain & Rope Weapons, Flails, Swords attacker strikes at a character’s head from behind,
Hero System Advanced Player’s Guide II n Chapter Three 61
3
requires a single Attack Roll regardless of how Once an attacker declares who he’s attacking,
many powers the character Combines. generally he cannot change to another target once
If a character makes a Combined Attack, and he realizes that his declared target is Diving For
he uses velocity (from, say, a Move By) to increase Cover — he’s already stated what his Action will
the damage, the velocity applies equally to both be and must abide by that decision. But as always,
attacks to increase their damage — though many combat is a dynamic situation where the GM
GMs are likely to be wary of such an attack, and sometimes has to use his common and dramatic
may not even permit it since it’s too much like sense while running the game. Remember, it’s
adding a Combat Maneuver into a Combined not as if the characters are literally standing
Attack sequence. there, declaring their Actions one at a time and
If a character has an HA, he can perform a performing them in order. Essentially it’s all
Multiple Attack with one or more Martial Maneu- happening at once, with the initiative order being
vers and add the HA damage to both of them. Of instituted to (a) give an advantage to characters
course, he has to pay the END cost for both the who’ve paid to have faster reflexes, and (b) provide
STR used and the HA for each attack. a way to determine what happens to whom that’s
See page 50 regarding using two or more easy for gamers to use. Therefore the GM may
powers with Gestures or Incantations in a Multiple sometimes allow a character to switch targets, if he
Attack. thinks there’s good reason to do so.
Hero System Advanced Player’s Guide II n Chapter Three 63
Effects Of Damage
-14 STUN (instead of the usual -0 to -10), only
on Post-Segment 12 when he’s at -15 to -28 STUN
(instead of the usual -11 to -20), only once a
3
minute when he’s at -29 to -42 STUN (instead of
The rule on 6E2 106 stating that an uncon-
-21 to -30), and at the GM’s discretion when he’s
scious character can be killed by another character
at -43 STUN or below.
using a Full Phase Action applies to unconscious
Grond, one of the strongest superhumans
Player Characters, not just to NPCs. But of course,
in the Champions Universe, is so tough that
as with every other rule in the rulebook, it should
it’s virtually impossible to keep him Knocked
always be applied with common and dramatic
Out — he’s spent a whopping 30 points on Rapid
sense. A GM who frequently kills off PCs may
Recovery! Therefore he Recovers every Phase
discover that players don’t want to return to his
when he’s at -0 to -25 STUN, only on Post-
game, and a player who has a reputation for killing
Segment 12 when he’s at -26 to -50 STUN, only
other PCs will soon find every character’s hand
once a minute when he’s at -51 to -75 STUN, and
against him.
at the GM’s discretion when he’s at -76 STUN or
VARYING THE KNOCKED OUT RECOVERY TIME below.
6E2 106-07 discuss the rules for recovering Rapid Recovery tends to work best in
from being Knocked Out. As noted in the campaigns where the GM restricts the amount of
Recovery Time Table, the time it takes to wake up STUN characters can have. Otherwise a character
after being Knocked Out depends on how badly may be better off to simply buy more STUN as a
Knocked Out a character is (i.e., how far below way of preventing himself from having to recover
0 his STUN has dropped). The numbers are the from being Knocked Out in the first place. The
same for everyone, regardless of CON, EGO, GM can, of course, reduce the cost of Rapid
BODY, or other factors. Recovery if he thinks that would encourage char-
Some GMs may prefer to alter this rule so that acters to buy it instead of more STUN.
“tougher” characters overcome the effects of being
Knocked Out more quickly. Here are some possi- EGO ROLL RECOVERY
bilities to consider: Characters in fiction are often depicted as
resisting the effects of injury by sheer force of will
CON-BASED RECOVERY — not only does pain affect them less than it does
Rather than basing the recovery on steps of -10 ordinary people, but they shake off the effects of
STUN (-0 to -10, -11 to -20, and so forth), define being Knocked Out even quicker. If the GM wants
the steps by the character’s CON (or perhaps to reflect this in the rules for waking up after
BODY). For example, a character with 18 CON being Knocked Out, he can allow unconscious
would have steps of -0 to -18, -19 to -36, and so characters to make EGO Rolls. The roll suffers
on. Ignore Adjustment Powers for this purpose; a penalty of -1 for each step down the Recovery
even if a character’s CON has been Drained or Time Table the character’s at (thus, -1 if he’s at -0
Aided, use his normal, un-Adjusted, CON to to -10 STUN, -4 if he’s at GM’s discretion). If the
determine how quickly he recovers. character succeeds with his roll, he Recovers more
quickly. Exactly how quickly is up to the GM;
some possibilities include:
64 n Combat And Adventuring Hero System 6th Edition
3
14 14d6 11d6 9d6 8d6 7d6 6d6 5½d6 5d6 4½d6
15 15d6 12d6 10d6 8½d6 7½d6 6½d6 6d6 5½d6 5d6
16 16d6 13d6 10½d6 9d6 8d6 7d6 6d6+1 6d6 5d6+1
17 17d6 13½d6 11d6 9½d6 8½d6 7½d6 6½d6 6d6+1 5½d6
18 18d6 14d6 12d6 10d6 9d6 8d6 7d6 6½d6 6d6
19 19d6 15d6 12½d6 11d6 9½d6 8½d6 7½d6 7d6 6d6+1
20 20d6 16d6 13d6 11½d6 10d6 9d6 8d6 7d6+1 6½d6
21 21d6 17d6 14d6 12d6 10½d6 9½d6 8d6+1 7½d6 7d6
22 22d6 17½d6 14½d6 12½d6 11d6 10d6 8½d6 8d6 7d6+1
23 23d6 18d6 15d6 13d6 11½d6 10d6+1 9d6 8d6+1 7½d6
24 24d6 19d6 16d6 13½d6 12d6 10½d6 9½d6 8½d6 8d6
25 25d6 20d6 16½d6 14d6 12½d6 11d6 10d6 9d6 8d6+1
26 26d6 21d6 17d6 15d6 13d6 11½d6 10d6+1 9½d6 8½d6
27 27d6 21½d6 18d6 15½d6 13½d6 12d6 10½d6 10d6 9d6
28 28d6 22d6 18½d6 16d6 14d6 12½d6 11d6 10d6+1 9d6+1
29 29d6 23d6 19d6 16½d6 14½d6 13d6 11½d6 10½d6 9½d6
30 30d6 24d6 20d6 17d6 15d6 13½d6 12d6 11d6 10d6
Hero System Advanced Player’s Guide II n Chapter Three 65
3
12 4d6 3d6 2½d6 2d6+1 2d6 1½d6 1½d6 1d6+1 1d6+1
13 4d6+1 3d6+1 3d6 2d6+1 2d6 2d6-1 1½d6 1d6+1 1d6+1
14 4½d6, 3½d6 3d6 2½d6 2d6+1 2d6 2d6-1 1½d6 1d6+1
5d6-1
15 5d6 4d6-1 3d6+1 3d6-1 2d6+1 2d6 2d6 1½d6 1½d6
16 5d6+1 4d6 3½d6 3d6 2½d6 2d6+1 2d6 2d6-1 1½d6
17 5½d6, 4d6+1 4d6-1 3d6+1 3d6-1 2d6+1 2d6+1 2d6 2d6-1
6d6-1
18 6d6 4½d6 4d6 3d6+1 3d6 2½d6 2d6+1 2d6 2d6
19 6d6+1 5d6-1 4d6+1 3½d6 3d6 2½d6 2d6+1 2d6+1 2d6
20 6½d6, 5d6 4d6+1 4d6-1 3d6+1 3d6-1 2½d6 2d6+1 2d6
7d6-1
21 7d6 5d6+1 5d6-1 4d6 3d6+1 3d6 3d6-1 2d6+1 2d6+1
22 7d6+1 5½d6 5d6 4d6 3½d6 3d6 3d6 2½d6 2d6+1
23 7½d6, 6d6-1 5d6+1 4d6+1 4d6-1 3d6+1 3d6 2½d6 2d6+1
8d6-1
24 8d6 6d6 5d6+1 4d6+1 4d6 3d6+1 3d6+1 3d6-1 2½d6
25 8d6+1 6d6+1 5½d6 4½d6 4d6 3½d6 3d6+1 3d6 2½d6
26 8½d6, 6½d6 6d6-1 5d6-1 4d6+1 4d6-1 3d6+1 3d6 3d6-1
9d6-1
27 9d6 7d6-1 6d6 5d6 4d6+1 4d6 3½d6 3d6+1 3d6
28 9d6+1 7d6 6d6+1 5d6+1 4½d6 4d6 3½d6 3d6+1 3d6
29 9½d6, 7d6+1 6d6+1 5d6+1 5d6-1 4d6+1 4d6-1 3d6+1 3d6+1
10d6-1
30 10d6 7½d6 6½d6 5½d6 5d6 4d6+1 4d6 3½d6 3d6+1
66 n Combat And Adventuring Hero System 6th Edition
he immediately moves up one level on the The GM should also decide whether characters
Recovery Time Table, but only until he gets get to make repeated EGO Rolls to improve their
to take one Recovery. If that one Recovery ability to Recover (such as one roll per Phase,
isn’t sufficient to move him into that category every 6 Segments, or the like), or just get one roll.
going forward, he returns to the former, worse, The greater the benefit obtained from a successful
category. roll, the less likely the GM should be to allow
repeated rolls. On the other hand, if a character
he immediately moves up one level on the
fails his initial roll and the GM’s inclined to be
Recovery Time Table; this is a lasting change,
merciful (perhaps because having the character
the character cannot “sink back” to the former,
wake up quickly is dramatically appropriate),
worse, category.
the GM might allow him to try again the very
ifthe EGO Roll succeeds exactly, the char- next Phase even if repeated rolls ordinarily aren’t
acter adds 1 to the range of STUN numbers allowed.
defining each step on the Recovery Time Table
(as discussed under Bought Recovery, above).
For each additional point by which the roll
succeeds, add another 1 to the STUN range.
The GM then recalculates the ranges for each
level on the Table and determines whether the
character can start taking Recoveries more
quickly as a result. (If not, the GM has to
decide whether the “bonus STUN range” stays
in place until the character wakes up, and can
perhaps be added to by further rolls, or auto-
OTHER COMBAT
RULES & EFFEC T S
H
ere are some new, expanded, and/or some showdowns he may let the other character
optional rules for other combat effects attack first as a way of demonstrating his bravery,
and circumstances. giving him legal justification for killing his oppo-
nent (“He shot at me first, it was self-defense!”), or
the like.
Note that the Combat Maneuvers Hipshot
Showdowns (6E2 87) and Hurry (APG 169) aren’t applicable at
Tense confrontations and “duels” between two this stage of a showdown — both characters have
characters are a staple of many types of adventure entered the showdown intentionally and are thus
3
fiction. The stereotypical American example is two determining who goes first with Characteristic
Wild West gunslingers stepping onto a dusty noon or Skill Rolls, not by the usual “highest DEX acts
street to stare one another down and find out first” method. However, either of those Maneuvers
who’s the quickest draw and most accurate shot. may become crucial if the showdown goes on for
But this same trope covers two Japanese samurai multiple Phases.
facing one another to determine who gets to cross 3. Once one of the combatants makes an Attack
a bridge first, two knights about to spur their Roll, the combat is resolved from that point on
horses and try to impale the other on the end of a using the standard HERO System rules for deter-
lance, and even scruffy smugglers being cornered mining damage, SPD/Phases, who acts first in a
in spaceport bars by bounty hunters. Phase, and the like.
In regular HERO System terms, you can simu- That method should suffice for most show-
late this sort of conflict pretty easily: downs. However, GMs desiring greater detail or
1. The two characters each make Analyze rolls to more options can consider adding the following
assess one another’s level of skill. (If a character rules into the mix:
doesn’t have an appropriate form of Analyze, the OUTDRAWING
GM might allow him to make a PER Roll or a roll One classic “bit” in Western gunslinger show-
with some other related Skill [such as KS: Famous downs is for a gunslinger to let his opponent start
Gunslingers], but if necessary should penalize the to draw first, then outdraw him and get off the
roll so that the character who actually paid for the first shot — thus proving (a) his superior speed
proper Skill for this situation gets some benefit for and accuracy, and (b) that he had to kill in “self
his Character Points.) defense” and thus can’t be convicted of murder.
Based on the outcome of the rolls, one of the To do this in a HERO System showdown,
characters may decide he can’t win the fight and the character who wants to try to outdraw his
withdraw. In some genres, settings, and situations opponent declared this before any roll is made to
this may be considered wise and honorable, in determine who acts first. He suffers a -3 penalty
others despicable and cowardly. on that roll (a DEX Roll in most cases, though
2. The two characters make Fast Draw or DEX experienced duelists will almost certainly use Fast
Rolls to determine who gets to act first, pursuant Draw instead). If he succeeds, then he allowed
to the rules on 6E2 19. (Again, the GM may wish the other character to start to draw first, but was
to penalize the DEX Roll, at least slightly, so that swift enough to outdraw him! If he fails, the other
the character who paid Character Points for Fast character automatically gets to attack first.
Draw gets some benefit for them. Alternately, the
GM can consider that both characters have Held
Actions and automatically allow a character who
succeeds with a Fast Draw roll to act first, per the
rule on 6E1 76, but that makes for some mighty
short and one-side showdowns unless a lot of
characters buy Fast Draw.)
Just because one of the characters wins this
Skill Contest doesn’t mean he has to act first. In
68 n Combat And Adventuring Hero System 6th Edition
MENTAL COMBAT
T
his section of APG2 covers the topic of
mental combat: what it involves, how it
occurs, and what maneuvers mentalists
MENTAL FIGHTING
can use. As always, the rules on Mental Here are the basic rules on mental combat
Combat are optional; the GM should feel free to from 6E2 39:
ignore or change them to suit his campaign, since Most attacks use the ordinary Attack Rolls and
psionics often work in very different ways from CV already described. However, Mental Powers
campaign to campaign. use Mental Combat Value (MCV) instead of the
Throughout this section there’s a distinction normal Combat Value. MCV can be divided into
3
between Mental Combat and Mind-To-Mind Offensive MCV (OMCV) and Defensive MCV
Combat (MTM Combat). Mental Combat is a (DMCV), just like CV. The Powers that use MCV
combat between a mentalist and any other char- are Mental Blast, Mental Illusions, Mind Control,
acter (whether or not a mentalist) involving the Mind Link, Mind Scan, Telepathy, and certain
use of a mental/psionic power of some sort. MTM powers bought with the Advantage Alternate
Combat is a special “subtype” of Mental Combat Combat Value. A character’s base OMCV and
that in most cases can only be engaged in by DMCV are Characteristics.
two or more mentalists. It can involve the use of Substituting MCV for CV, Mental Combat
normal mental powers or special Mental Combat works just the same as normal combat. The
Maneuvers that only mentalists can use. Typically Attack Roll is (OMCV + 11 - 3d6 roll = DMCV
non-mentalists cannot engage other characters the character can hit). Apply any modifiers for
(mentalist or otherwise) in MTM Combat, nor Combat Skill Levels, just as normal. However,
can they be attacked with MTM Combat or its Mental Combat works on a Line Of Sight basis; if
special Mental Maneuvers. an attacker can see the target, he can attack him
Unless noted otherwise below, all rules in this without suffering the Range Modifier. Typically,
section apply to both Mental Combat and MTM none of the Combat Modifiers apply either. [See
Combat. below for more information.]
A character using a Mental Power uses EGO
instead of DEX to determine when he acts in the
ENTERING MENTAL Phase. If he wants to take any physical actions
(such as making a Half Move) first, he must wait
COMBAT until his DEX comes up, move, and then use his
Mental Power.
In general, the rules for physical combat apply See Mental Powers, 6E1 148, for more details
to Mental Combat, except where noted otherwise regarding Mental Powers and Line Of Sight.
in the rulebook or this section. For example, SPD In movies, comic books, and novels, it’s rare
and Phases are determined the same way for either for a mentalist to actually “miss” his target.
type of combat, and characters can Hold their Instead, any failure to succeed with a mental
Actions in Mental Combat just like they can in attack is explained as a special effect. Perhaps the
physical battles. mentalist couldn’t concentrate enough to bring
ABORTING AN ACTION his powers to bear properly. Maybe “psychic
static” interferes with his ability to locate the
Characters can Abort to Actions that increase
target. Or, most common of all, the mentalist hit
their DMCV or which may protect them from
the target, but somehow failed to “get a grip” on
Mental Powers (such as Diving For Cover to get
him, and therefore could do no damage or have
behind an obstacle that blocks Line Of Sight).
no effect. The GM and players should remember
this when describing mental combat. Visualiza-
tion and conceptualization add a lot of flavor
to psychic battles. For example, rather than just
saying, “You miss” when a PC’s MCV Attack Roll
fails, he might say, “Your concentration seems to
70 n Combat And Adventuring Hero System 6th Edition
be faltering — you can’t get a firm grip on your A character’s OMCV can be reduced below
opponent’s mind this Phase.” 0 — just apply the negative value of the OMCV to
At the GM’s option, the more an MCV Attack increase the target’s DMCV and make the Attack
Roll succeeds by, the stronger the mental attack. Roll as if the attacker has OMCV 0. For example,
For every 1 point by which the roll succeeds, the a character with OMCV -3 can still attack — but
victim suffers a -1 on his Breakout Rolls, a +5 on his target is at +3 DMCV, and he uses OMCV 0
the Effect Roll, or some other penalty chosen by to make his Attack Roll, so his odds of hitting are
the GM. mighty slim.
If a character already has a negative OMCV
OMCV CHECKLIST and suffers a further penalty that would halve his
1) Determine base OMCV (purchased by char- OMCV , halve the negative OMCV and apply that
acter as a Characteristic). half amount to reduce the OMCV further; normal
2) Add any applicable Combat Skill Levels the rounding rules apply. For example, if a character
character wishes to use to increase his OMCV. has OMCV -4, halving reduces it to -6 (-4 plus half
of -4, or -2). If he has OMCV -3, halving reduces
3) Apply any modifiers for the particular Combat it to -4.
Maneuver or Mental Maneuver the character uses. A reduction of OMCV or DMCV to 0 should
generally be considered as “reducing MCV by
4) Apply any Combat Modifiers.
a percentage,” and thus be applied as the very
5) Apply the Range Modifier (on those rare last step in the OMCV or DMCV calculation.
instances where it applies to a mental attack). However, the GM may change this if he wishes
(for example, he might consider the 0 to be the
6) Apply any other modifiers.
character’s base MCV), and the rules may note
7) Apply any modifiers that halve OMCV (or other exceptions.
SLEEPING/UNCONSCIOUS MINDS
COMBAT MODIFIERS A sleeping or unconscious mind has MCV 0.
Thus, when a character’s Knocked Out, his MCV
As noted on 6E2 39, “[t]ypically, none of the
drops to 0 at the end of the Segment.
Combat Modifiers apply [to Mental Combat].”
For example, neither Encumbrance nor Envi- SPREADING
ronmental Conditions penalties affect OMCV At the GM’s option, characters can Spread
or DMCV, and characters can’t Bounce mental mental attacks (this isn’t normally allowed under
attacks. However, here are a few notes, options, the rules, per 6E2 50). This means that for every
and suggestions for ones that do (or could). -½d6 of Mental Blast or 1d6 of a continuing-
AREA OF EFFECT ATTACK effect Mental Power sacrificed, the character gets
+1 OMCV or fills one 1m radius Area with his
See 6E1 152 for discussion of how Area-
attack. Alternately, instead of filling an Area the
affecting mental powers work.
GM might allow a mentalist to spread for multiple
AUTOFIRE minds regardless of location (provided they’re all
See page 6E1 153 for discussion of how Auto- within his current LOS) — +1 mind instead of
fire mental powers work. each +1m radius Area filled.
MULTIPLE ATTACK
COMBAT MANEUVERS As discussed on 6E2 73-78, characters can
Multiple Attack with mental powers, and can even
Most Combat Maneuvers do not apply to
make Multiple Attacks combining mental and
Mental Combat, though a few exceptions are
non-mental powers. See 6E2 75 for rules on the
noted below. The rules for Mind-To-Mind Combat
effect this has on CV and MCV.
later in this section have psionic “equivalents”
of some Combat Maneuvers, such as Block and SET
Dodge. Characters can use Set with Mental Powers; it
BRACE provides +1 OMCV instead of OCV.
Since Mental Powers don’t have Range Modi- SNAP SHOT
fiers, Brace has no effect on them. If a character Characters can execute Snap Shots with mental
has a Mental Power to which the Range Modifier attacks with the GM’s permission; the -1 OCV
does apply, he may, at the GM’s option, Brace with penalty becomes a -1 OMCV penalty instead.
it.
STRAFE
COVER
Characters can Strafe using mental attacks.
Characters can use a mental attack to Cover a However, in addition to the standard DCV and
target, though the fact that Mental Powers aren’t OCV penalties, they also suffer an equal DMCV
normally perceivable may diminish the value of and OMCV penalties. The Range Modifier does
the Maneuver (a character with Mental Awareness not apply.
can perceive that a mentalist has him Covered).
The -2 OCV penalty becomes a -2 OMCV penalty.
3 HAYMAKER
Characters can Haymaker with Mental Powers,
as noted on 6E2 69. Standard rules for Haymakers
apply to mental Haymakers unless the GM rules
otherwise. For example, if the target moves even
1m between the time the mentalist starts the
Haymaker and the time he launches it, the attack
is spoiled.
3
Maneuvers, like Haymaker and Multiple Attack,
campaign an Impairing or Disabling injury may
with mental attacks, as described earlier in this
result in a loss of mental power. For an Impairing
section. As indicated by the Combat Maneuver
wound, some or all of the character’s mental
Basic Mental Maneuver below, this qualifies as
powers lose 10-30% (½d6 x 10%) of their Active
MTM Combat when fighting another mentalist
Points for the listed time period. For a Disabling
(or if the GM allows mentalists to engage in MTM
wound, instead of the “Limb paralyzed” result,
Combat against non-mentalists).
substitute “30-50% Active Point loss for some or
Since MTM Combat doesn’t allow characters to
all mental powers” ((½d6 + 2) x 10%).
make physical Half Moves, a character who wants
to move a few meters before attacking must wait
MIND-TO-MIND COMBAT until his DEX comes up in the order of combat for
that Phase, make his physical Half Move, and then
Mind-To-Mind (MTM) Combat is a special use his Mental Maneuver.
form of Mental Combat involving only Mental A mentalist can switch between MTM Combat
Maneuvers (whether Basic or Advanced) and any and physical combat at will, without penalty. A
related mental powers. MTM Combat doesn’t character may take mental or physical actions
involve physical Actions or Maneuvers of any sort. in any of his Phases, unless some Complication,
The MTM Combat Rules serve two functions: Limitation, or GM ruling dictates otherwise.
For GMs who prefer to run MTM Combat
withthe GM’s permission, they give non- separately from physical combat (since it theoreti-
mentalists a way to resist mental attacks better cally takes place “at the speed of thought” and
they give mentalists methods of attacking each outside the realm of physicality), see the “Mind
other that they don’t have to spend Character Zone” adaptation of the Speed Zone rules on page
Points for (in the case of Basic Mental Maneu- 110. The GM could also let characters buy extra
vers) or which augment existing mental abili- SPD, Mental SPD, SPD that only works for mental
ties for a relatively cheap cost (in the case of attacks, or the like (see APG 13-15).
Advanced Mental Maneuvers) ENDURANCE
Basic Mental Maneuvers are free; anyone the
Using any Mental Maneuver (Basic or
GM allows to can use them (see below). Advanced
Advanced) costs 1 END per Phase, unless indi-
Mental Maneuvers cost Character Points; in
cated otherwise below. If a character uses multiple
a sense they’re like “Mental Martial Arts” for
Mental Maneuvers at once (such as Defensive
mentalists. Unless the GM rules otherwise, the
Concentration and Defensive Shield at once), he
minimum amount a character can spend on
pays 1 END per Maneuver used per Phase. For
Mental Maneuvers is 10 Character Points.
Advanced Mental Maneuvers, this cost is in addi-
WHO CAN ENGAGE IN MTM COMBAT
Typically MTM Combat only occurs between
mentalists, but at the GM’s option a mentalist
could use offensive Mental Maneuvers on non-
mentalists, and/or non-mentalists can use defen-
74 n Combat And Adventuring Hero System 6th Edition
*: When a character purchases one of these Maneuvers, he must define which of the four continuing-effect Mental
Powers (Mental Illusions, Mind Control, Mind Scan, Telepathy) it works with, and cannot change it thereafter. At the
GM’s option a character can buy them for other abilities that function as mental powers, such as a “psionic surgery”
Mental Transform, by adjusting the way the Maneuver adds Damage Classes.
Hero System Advanced Player’s Guide II n Chapter Three 75
tion to the normal END cost for the mental attack his own throat...). If Glorang stops Compel-
used. ling Tordarion — for example, if Tordarion (or
someone else) Knocks him Out, or he stops paying
END to maintain the Compel effect — then
Basic Mental Maneuvers Tordarion becomes free to do whatever he wants
Here’s how the Basic Mental Maneuvers with his knife.
work. They don’t cost Character Points; anyone At the GM’s option, if the character using
permitted to do so by the GM can use them. Compel wins the EGO Versus EGO Roll Contest
by 3 or more the target cannot “counteract” the
COMBAT MANEUVER compulsion with his next Action. The victim can
A character can use some of the regular only counteract that Compel when the conflict
Combat Maneuvers with Mental Powers in MTM ends or he wins a later EGO Roll by 3 or more.
Combat, as discussed above. Examples include At the GM’s option, only characters who have
Haymakering or Multiple Attacking with a mental Mind Control (or possibly Psychokinesis) can use
attack, Covering someone with a mental power, Compel.
using Set to gain a +1 OMCV bonus, and of course
DEFENSIVE CONCENTRATION, DEFENSIVE
a Strike performed with any psionic power.
EFFORT, DEFENSIVE FOCUS, DEFENSIVE
COMPEL SHIELD, DEFENSIVE STAND
A character uses this Maneuver to force the Characters use these five defensive Maneuvers
target to take some physical action. The action in to protect themselves from MTM Combat attacks.
question must be a relatively minor one; examples A character may Abort to any of them, and may
include taking a single step, grasping an object, use more than one of them at the same time if
drawing a weapon, moving an object up to half a he pays the END cost for each one, suffers the
foot, and so forth. However, assuming a character
succeeds with several Compel attacks in a row, he
could force his opponent to take injurious or even
penalties (if any) for each one, and takes a Full
Phase (no matter how many he uses, or which
ones, using two or more automatically requires a
3
lethal actions — for example, he could Compel Full Phase). If a character uses more than one, he
the target to take several steps and walk off a cliff, can choose from each one which defensive benefit
or force him to grab a knife, draw it, and slash his he wants; they don’t all have to provide the same
own throat. type of benefit. At the GM’s option, a character
To make a Compel attack, the character must can only use these Maneuvers if he has Mental
first succeed with an MCV Attack Roll against the Defense.
target. Then he and the target both make EGO
Example: When he’s attacked by a PsiSoldier, Lt.
Rolls. If the attacker’s roll equals or exceeds the
Barrett (who is not himself a mentalist) decides to
target’s roll, the target is Compelled to act; if the
use some defensive Mental Maneuvers to protect
target’s roll is higher than the attacker’s, he resists
himself. (In his campaign, the GM lets anyone use
the attack. At the GM’s option, the target can
defensive Mental Maneuvers against any mental
Abort to use any defensive Basic Mental Maneuver
attack.) He decides to use Defensive Concentra-
that can add +1 DMCV to instead add +1 to his
tion, Defensive Focus, and Defensive Stand. He
EGO Roll to resist Compel.
chooses to get Mental Defense from all of them
After a target is Compelled to do something,
(for a total of +7 Mental Defense), though he
he can use a Half Phase Action (if he has one
could have chosen some other mix (such as +6
available before the attacker’s next Compel attack)
Mental Defense and +1 DMCV) if he’d preferred.
to reverse or counteract what he was Compelled
Because he’s using more than one this takes a Full
to do. Until he does so, or until the attacker stops
Phase Action. He suffers all the penalties and
trying to Compel the target, the forced action
restrictions as well — he has to succeed with an
remains in effect. (In this sense, Compel is a
EGO Roll to get the Defensive Focus benefit, and
Constant attack — the character has to maintain
he’s DCV 0 and can’t move due to using Defensive
it, or it stops working.) For example, suppose
Stand.
Glorang the Calm (SPD 3, DEX 16, EGO 20) uses
his Phase in Segment 4 to Compel Tordarion the Defensive Concentration lets a character use a
Clever (SPD 3, DEX 15, EGO 18) to draw his Full Phase to concentrate his efforts on resisting
knife. When Tordarion’s Action comes up in the a mental attack. He gains +3 Mental Defense or
initiative order later in Segment 4, he can use his +1 DMCV as long as he maintains the Maneuver
Action to re-sheathe the knife if he wants to. If he by spending END. He chooses which benefit he
does so, Glorang has to try to Compel him again gains, and can vary which one he chooses from
in his next Phase to re-draw the knife (thus, a use to use. But once he chooses which one for a
successful use of Compel typically involves precise given use he cannot change it until he spends at
timing or a mental duel). If he doesn’t do so, the least one Phase not using Defensive Concentra-
knife remains drawn and positioned as Glorang tion. For example, if a SPD 4 character activates
Compelled. On his next Action, Glorang can Defensive Concentration on his Phase in Segment
continue Compelling Tordarion (for example, he 3 and chooses +3 Mental Defense, he has to
could make him continue to hold the knife out, keep the +3 Mental Defense until he stops using
or he could force him to move the knife toward Defensive Concentration — he can’t switch to +1
76 n Combat And Adventuring Hero System 6th Edition
MIND LOCK
A Mind Lock allows a mentalist to temporarily
Advanced Mental Maneuvers
“lock out” another character’s mental power, Advanced Mental Maneuvers cost Character
preventing him from using it. Points. Only characters who already have mental
A character can only Mind Lock a mental powers or who have the GM’s permission to do
power or attack if he himself has the same power so can purchase them. In a sense they’re “Mental
(roughly speaking). In other words, a character Martial Arts,” since most of them add to or affect
has to have Mind Control to Mind Lock another abilities a mentalist already has.
character’s Mind Control, Telepathy to Mind Lock Most Advanced Mental Maneuvers are self-
another character’s Telepathy, and so on. The GM explanatory; they just change the OMCV, DMCV,
determines whether two powers are sufficiently or damage/effect done with one of a character’s
alike to allow a Mind Lock. If the special effects of mental abilities. (As noted in the table, some have
the two powers are very different (such as a mental to be purchased by type of power; for example, a
power defined as a pure psionic ability, and one Mental Overwhelm bought to work with Mind
that’s a “truth serum” built with Based On CON), Control only works with Mind Control, not with
the GM generally shouldn’t allow a Mind Lock. Telepathy or Mental Illusions.)
To use Mind Lock, a character makes an MCV The Cerebral Crush Maneuver lets a character
Attack Roll. If the roll fails, the Lock fails. If the do Normal Damage 2d6 as a mental attack. The
roll succeeds, the attacker and his target both roll target resists this with Mental Defense, and the
1d6 for each full 5 Active Points in their respective attack does BODY just like any other Normal
powers and count the “Normal Damage BODY.” Damage attack.
If the attacker’s roll equals or exceeds the target’s, The Psychic Assault Maneuver lets a character
the power is Locked; if the target has the higher do Killing Damage ½d6 as a mental attack (he
BODY total, the Lock fails. Both the attacker cannot add to this damage, unlike a character
and his target must pay the normal END cost
for the powers they use (which can be used at
less than full strength if desired). This substitutes
using an HKA). The target resists this with Mental
Defense, and the attack does BODY just like any
other Killing Damage attack. Thus, if the target’s
3
for the standard 1 END cost most Basic Mental Mental Defense isn’t Resistant, he takes all the
Maneuvers have. The character establishing the BODY damage with no defense.
Lock must continue to pay END every Phase to
maintain it (just as if it were a Constant Power).
If he runs out of END or can’t pay END for some
reason (such as being Stunned or Knocked Out),
the Lock stops working.
A Locked power cannot be used at all. As a
Zero Phase Action the Locked character may
attempt to break the Lock with another “count
the Normal Damage BODY” roll contest. He may
only try this once per Phase per Locked power,
however.
At the GM’s option, a character can attempt
to Mind Lock multiple powers at once as a
Combined Attack. The character should roll
separately to determine if each power is Locked
after he succeeds with his MCV Attack Roll. Also
at the GM’s option, a character can try to Lock
out another character’s ability to use a Mental
Maneuver; in this case both characters use their
EGO Rolls, instead of rolls based on the Active
Points in the powers, to determine if the Lock
succeeds.
78 n Combat And Adventuring Hero System 6th Edition
3
Lock and efficiently as possible.
Cerebrohemorrhage 4 ½ -2 -2 Killing Damage ½d6
SEISHINJUTSU
Said to have been developed by a group of
psychic Zen monks in Japan, Seishinjutsu (“psyche
SEISHINJUTSU combat”) is an “elegant” form of mental combat
that stresses discipline and a sophisticated assault
Maneuver Points Phase OMCV DMCV Damage/Effects over sheer mental force. It’s a difficult style to
Irresistible Impulse 4 ½ +0 +2 Mind Control +2d6 learn, but trained Seishinjutsuka are extremely
powerful. It’s also known as Kokorojutsu (“mind
Lock 5 1 -2 +1 EGO +10 with Mind
combat”).
Lock
Mind Hammer 4 ½ +0 +2 Mental Blast +1d6
Mind Probe 5 ½ +1 +3 Mental Blast
Seishin no Yōsai 5 ½ +0 +1 EGO +10 with Mind
Bar
The Hero System Advanced Player’s Guide n Chapter Three 79
SOCI AL COMBAT
Initial Considerations
M
ost combat in HERO System campaigns
takes place in the physical arena of When deciding which Social Combat rules to
guns, fists, swords, energy beams, and use in your campaign (or what sort of rules for
like. In some campaigns, mental or Social Combat you want to craft yourself), you
magical combat can also take place using certain should first consider the same sort of fundamental
specialized rules (often adapted from the physical issues that factor into any sort of combat, such as:
combat rules in some respect).
COMMUNICATION
But there’s a fourth type of combat that can
3
occur in almost any genre or setting: Social Social Combat is only possible when characters
Combat. Social “combat” is a way for characters can communicate effectively. If that’s not possible,
to interact with one another, and even “fight,” methods of attack, defense, taking and healing
without delivering a blow or wielding a weapon. Social “damage,” and all other such considerations
The pen, they say, is mightier than the sword... are irrelevant.
and in some cases a well-turned phrase or biting Typically “communicating” in a Social Combat
comment is even more effective than the written context means being able to talk clearly and easily
word. to one another. But situations may arise where
This section of APG2 discusses Social Combat characters can communicate effectively enough
systems for your campaign. After a preliminary to “attack” one another socially with just gestures
discussion of the considerations and implica- or the like. In that case, the GM may reduce the
tions involved when using Social Combat in your power of the “attacks” to reflect their diminished
campaign, it provides several possible Social impact.
Combat systems. None of them is more “official” Of course, in the social arena, communica-
than the other, or necessarily “better” — pick the tion may depend on cultural information, body
one you like best or that you think will work the language, and the like. An insult that the target
most effectively in your campaign, adjust them as doesn’t understand is an insult (or perceive as
needed to fit your setting or your plans for Social one) generally isn’t going to be an effective social
Combat, and you’re set! “attack,” for example.
GOALS
3
+1 to a Skill Roll, on the target, or the like.
can also “protect” themselves by buying a high
+1d6 on a Pres- Finally, in some Social Combat situations, such
Composure (COM).
ence Attack, or as the use of the Trading Skill, the rules specifi-
Damage Negation and Damage Reduction have
the like). However, cally note that any person can “resist” them by
no effect in Social Combat.
the GM should be wary removing himself from the situation or refusing to
of penalizing charac- RESISTING SOCIAL COMBAT interact with his “attacker” any further.
ters who don’t roleplay A related issue is how characters resist Social
DAMAGE
so well. Not everyone Combat attacks made against them. In meta-game
terms, the target of Social Combat isn’t going to Depending on the attack/defense method you
is comfortable with
meekly comply with what his “attacker” wants. At choose, a Social Combat System may or may not
in-depth roleplaying or
the most basic level, the “attacker” has to succeed involve some sort of “social damage.” In some
able to think fast enough
with his attack (be that the use of an Interaction systems, the loser of a Skill Versus Skill Contest or
on his feet to be a good
Skill, some sort of “Social Combat Maneuver,” a the victim of a Presence Attack simply suffers the
“social duelist.” One of
Presence Attack, or something else) before he has effects described by his attacker, and that’s that.
the reasons there are
any chance of getting what he wants. But that’s not This may work perfectly for games with more of
Social Combat rules is to
necessarily the end of the story. a roleplaying emphasis, where the players finding
allow players who aren’t
Because Social Combat can directly or indi- ways to strike a clever social blow or cope with the
socially adept to play
rectly dictate a character’s actions, usually to his loss of face are what’s important, not precise reso-
characters that are. As
detriment, most GMs won’t allow a character to lution of actions. On the other hand, the Social
long as the player makes
succeed in using it with just a single Skill Roll or Combat Maneuvers system features a new Char-
some effort to partici-
the like. Instead, the target has a chance to resist. acteristic, Composure, that Social attacks reduce in
pate in roleplaying the
Usually this takes typical HERO System forms, a manner analogous to physical, energy, or mental
encounter and doesn’t
such as: attacks reducing STUN. That sort of rule works
simply roll dice, penal-
well for games with a tactical emphasis, where you
izing him is usually a bad being able to oppose the attacker’s Skill Roll want to track the gradual loss of a “resource” while
idea. through a Skill Versus Skill Contest. In most still giving the target a chance to fight back in the
cases the “resistance roll” is an EGO Roll, but it next Phase.
could be a PRE Roll, a roll with an appropriate
Skill, a PER Roll, or the like. The modifiers for “HEALING”
Interaction Skills (HSS 37/APG 28) can apply The issue of damage dovetails with the ques-
to either roll, as the GM sees fit. For example, tion of how characters “heal” from Social Combat
if the target of an Interaction Skill roll has a damage. Systems involving more or less absolute
Strong Psychological Complication opposed effects usually rely on similarly “descriptive”
to the Interaction Skill, the GM could apply methods for healing. The GM rules that based on
the modifier listed on HSS 38/APG 29 as a the strength of the “attack,” it’s going to take the
penalty to the Interaction Skill roll or a bonus character minutes, hours, days, or longer to regain
to the resistance roll. Modifiers from the Talent his social standing, let the sting of the insult fade,
Resistance and its kin also apply. or otherwise “recover” — or the blot on his honor
may be so dark and deep that it will never come
having a Characteristic such as PRE or EGO
out (perhaps resulting in the character suffering a
whose total affects how well the attacker must
long-standing or permanent Negative Reputation
roll to succeed. (This in turn makes it possible
or Social Complication).
Hero System Advanced Player’s Guide II n Chapter Three 81
Conversely, if social damage is closely tracked The opposite view is that PCs are just as
through some rule like Composure, “healing” may susceptible to Social Combat as NPCs. Gamers
be just as tightly controlled. Characters might have who adopt this approach believe that in the
a “Social Recovery” Characteristic, or they might interest of fairness, all characters should be
regain a certain amount of lost Composure for affected the same way. After all, if PCs are able to
every step down the Time Chart that passes (since take advantage of Social Combat to achieve their
Time, as they say, heals all wounds). goals and obtain things they want, they should run
the risk of falling victim to having it used against
TIME; ACTIONS them. Furthermore, unless the GM wants to give
How long does Social Combat take? As noted persuasive, seductive, or clever NPCs abilities built
on 6E2 23, the time for “Speaking (conversation)” with Mind Control or Transform, some type of
(which is more or less the same as most forms Social Combat (or at the very least the basic use
of Social Combat) is “Variable.” To keep things of Interaction Skills) is the only way to represent
moving smoothly, the easiest thing to do is struc- some characters’ ability to make other people
ture Social Combat like other forms of combat: do what they want or see things their way — a
characters can only attack on their Phases. Since common ability in the fiction and movies that
the “defense” to Social Combat is usually a Skill inspire RPGs and RPG characters.
Roll or having a high Characteristic, there’s typi- Taking the middle ground are rules that allow
cally no need for the target to Abort to protect Social Combat to affect PCs (at least to some
himself or the like; the defense in Social Combat degree) but give the PC a chance to resist them
is automatic. However, in a Social Combat situ- somehow (such as a Skill Versus Skill Contest or
ation involving some form of “Social Combat some sort of defensive Characteristic or power).
Maneuvers,” there may be defensive Maneuvers Typically these rules also apply to NPCs, which
that characters can Abort to if they want to gain sometimes makes it difficult for PCs to use Social
3
greater protection. Combat on them. Resisting Social Combat, above,
A related issue is what sort of Action a Social discusses some possible methods for this.
Combat “attack” requires. Typically engaging in None of these approaches is necessarily “right”
Social Combat should be considered a Full Phase or “wrong” for everyone. It’s a question of how
Action, since characters rarely need to move each GM prefers to run his game, how each group
around much while they’re talking or glaring prefers to play the HERO System, and the needs
at one another. The GM can adjust this as he and demands of a given genre or setting. In some
sees fit given the circumstances of the “battle.” campaigns it may be appropriate, or even desire-
For example, a character who’s prepared a lot of able, for PCs to suffer the effects of Social Combat,
insults and barbed questions might be able to while in others that might be utterly anathema.
make a few Social Combat “attacks” as Half Phase For most groups, the middle approach — Social
Actions, while the victim has to use Full Phase Combat can affect PCs, but they have a chance
Actions because he’s been “ambushed” and isn’t as to resist it — works well. The example Social
well-prepared. Combat rules later in this section are essentially
built on that premise: everyone (including PCs)
Implications And can engage in Social Combat and be affected by it,
but everyone also has some means to withstand or
Consequences avoid its effects.
Combat is highly effective. On the other hand, in a 1 Hour, or 1 Day). If the character making the
Superheroes or psionics campaign, Mind Control Social Combat attack succeeds in a significant way
may be common enough that the GM has to scale (such as making a Skill Roll by a wide margin, or
Social Combat back to the point where it’s less rolling well above average on a “damage” roll), the
effective than Mind Control and powerful Pres- GM can add +1 increment (or more, or some frac-
ence Attacks, but still powerful enough to matter. tion thereof). For example, in many cases 1 Hour
makes a good Base Time for the duration of Social
DURATION OF EFFECT Combat;s effects; in that case, a character who
Third, how long do the effects of Social Combat succeeds with a Skill Roll by 2 would cause effects
last? For example, if Kozar the Dark Mage success- lasting (1 + 2 =) 3 hours.
fully uses Social Combat to sweep the Princess In some cases other HERO System rules may
Hallea off her feet, will she always be infatuated dictate or affect the duration of Social Combat
with him and/or susceptible to his blandishments, effects. For example, if a character Summons a
or will she come to her senses sooner or later? creature and then successfully uses Social Combat
In some cases, the resolution of this issue to persuade or force it to serve him, it serves him
depends on the circumstances, what the victim for the number of tasks defined by the Summon
has been made to do or believe, or the conduct Power, regardless of what the Social Combat rules
of the character using Social Combat. When say (see 6E1 288-89). In the Talent Social Combat
Kozar betrays Princess Hallea, she discovers he system described below, the attacks are built using
was just toying with her affections to get what he Drain and Transform, and thus have a duration of
wanted. When the mob has time to calm down, effect based on the rules for those Powers.
its members come to understand they gave in to Related to the “duration” of Social Combat
someone’s Oratory-based Social Combat attack. is the issue of when, if ever, the victim of Social
In other situations, the exact duration of Social Combat realizes what’s happened to him. Some-
3
Combat’s effects may be a crucial factor in the times (as with use of the Interrogation Skill) this
adventure. For example, a thief ’s con job using is immediately obvious. In most such cases, once
Acting and Persuasion has to hold up long enough the effects of that sort of Social Combat fade
for him to get away with the loot. In this situation the victim becomes aware he was manipulated
the final determination depends on the GM, but (assuming he even cares). But sometimes, as with
he should consider the following factors: some uses of Conversation, a character who’s
Is the character still in the presence of the fallen prey to Social Combat may never know
victim “maintaining” the effects of his Social what was done to him.
Combat attack? Usually Social Combat should
remain in effect as long as the character takes
steps to “maintain” his attacks and nothing
Other Factors Affecting
occurs to make the victim question things. Social Combat
Sooner or later, though, even the cleverest story
When designing a Social Combat system, or
or most charming manner tends to wear thin.
considering whether to adopt one of the examples
Conversely, if the character does nothing to
presented below, the GM should also think about
“maintain” Social Combat’s effects, it’s likely the
these aspects of the HERO System:
victim will realize he’s been tricked or “played”
much sooner. INTERACTION SKILL MODIFIERS
Have the events of the adventure or the The Interaction Skill modifiers on HSS
information available to the victim caused 37-38/APG 28-30 could have an effect on Social
him to question the effects of Social Combat? Combat. In a Skill-based Social Combat system
For example, if a character successfully uses you can apply them as-is. In a system that relies
Bureaucratics on a low-level bureaucrat, and on Presence Attacks or some other mechanic the
while doing the task the victim is confronted GM should adapt those rules as appropriate (for
by his boss, the victim may very well change example, each +/-1 might be +/-1d6 on a Presence
his mind and stop helping the character. Attack, or +/-3 PRE for determining a character’s
Presence Attack dice).
If the victim failed to resist Social Combat’s
effects (in whatever way the Social Combat COMPLICATIONS
rules in the campaign allow him to resist, if In addition to Negative Reputation (see below),
any), but only by a little, he’s more likely to several Complications may interact with Social
shake off the effects (or at least question them) Combat rules.
than someone who fails by a greater degree.
ENRAGED/BERSERK
How “outrageous” was the initial effect? The Social Combat attacks may trigger Enrageds
more the character asks of the victim, the such as “Enraged when insulted, taunted, or
sooner the victim’s likely to realize he’s being mocked” or “Enraged when humiliated.” In
manipulated. campaigns where Social Combat is a prominent
As a good rule of thumb, the GM should estab- part of play, the frequency of an Enraged/Berserk
lish a Base Time for the effects of Social Combat to may increase, thus making it more valuable to
last in a given situation (such as 1 Turn, 1 Minute, characters choosing Complications.
Hero System Advanced Player’s Guide II n Chapter Three 83
may not realize that the character’s using Charm the character’s smuggling in a weapon, trying
on him. to hide something, or the like)
Conversation: Used to obtain information from an INT Roll or Deduction roll (when his ability
someone without him realizing it. to figure out what’s being done to him is a
crucial factor, as with many uses of Charm,
Interrogation: Used to obtain information from
Conversation, Manipulation, Oratory, and
someone when he’s aware you’re trying to do so.
Persuasion)
As the name implies, this usually involves a situa-
tion where the “attacker” has some level of control an EGO Roll (when his willpower to resist the
over the “target” (who typically would prefer not attack is a crucial factor, as with Interrogation
to reveal the information sought, if he knows it at and some uses of Intimidation)
all).
a PRE Roll (when his confidence, strength of
Oratory: Used to convince large groups of people personality, bravery, and the like are crucial
to think or believe the way you want them to, or to factors, as with Charm, Intimidation, some
do what you want them to. uses of Persuasion, and the like)
Persuasion: Used to convince a single person to PUSHING
think or believe the way you want him to, or to do At the GM’s option, in appropriate circum-
what you want him to. (Can also be used on small stances a character can “Push” his roll to attack
groups, such as a handful of people standing near or defend in Skill Social Combat, representing
the character.) the effort of concentrating on what he’s doing.
For 5 END he gains a +1 to his roll; for 10 END
Trading: Used to convince someone to give the
he gains a +2. However, the GM may forbid this,
character what he wants or “make a deal,” particu-
or increase the END cost — most Social Combat
3
larly in an economic context.
situations don’t involve any other END expendi-
Additionally, the GM should consider incor- tures, so it could become too easy for characters to
porating the following new Interaction Skills into Push frequently and unbalance Social Combat.
the game Alternately, the GM could “charge” a character
something other than END for a Push in Skill
Intimidation: Used to compel another character Social Combat. For example, perhaps Pushing
to do something through personality or force of entails a risk of “extending one’s argument too far”
will, rather than actual physical violence. or the like, resulting in the loss of ½d6 PRE for a
Manipulation: Used to trick, deceive, fool, con, 5-point Push, and 1d6 PRE for a 10-point Push (or
and otherwise manipulate someone without the some set amount of lost PRE, if preferred).
target knowing what’s happening. (If the GM EFFECTS OF SKILL SOCIAL COMBAT
uses this Skill, he should remove the “telling lies”
function from Persuasion. Manipulation becomes There are two ways to determine the outcome
the Skill of lying convincingly, though Acting may of a Skill Social Combat “fight.”
also serve that purpose in some situations.) The first and simplest, though perhaps also the
least fun, is the more or less traditional way: the
ATTACKING AND DEFENDING “attacker” declares what he’s trying to achieve; the
An attack in Skill Social Combat is a Skill more outrageous his intentions, the bigger the
Versus Skill Contest. The “attacker” declares what penalty the GM imposes on his Skill Roll in the
he wants to accomplish and which Skill he wants Skill Versus Skill Contest. If he wins the Contest,
to use. The GM applies any modifiers (primarily the other character has to comply: do what he
the Interaction Skill Modifiers from HSS 37/APG wants; provide the information he desires; or the
28, but others may also factor in). like. He may do so willingly (if he doesn’t know
The target uses one of the following Skills to he’s being manipulated in some way) or grudg-
resist: ingly, but he has to comply.
the Skill being used to attack him (this means PRESENCE DAMAGE
he knowns [or figures out] what his “attacker” The second way draws the process out, making
is doing and uses his own abilities in that it seem more like actual interaction between
department to avoid the effects or turn the the two “combatants.” In this method, when the
tables; this is common with, among others, “attacker” wins the Skill Versus Skill Contest, the
Trading) target subtracts the attacker’s margin of success
from his PRE. If the target wins the Contest and
some other Skill the GM believes is relevant his PRE is below its normal maximum due to
to the character’s ability to perceive and resist previous losses in this “battle,” he may add his
the “attack” (for example, if the “attacker” uses margin of success back to his PRE. (Alternately, if
Persuasion to try to convince a guard to let him the two characters are simultaneously “attacking”
into the building without searching him, the one another, the target’s margin of success reduces
guard’s Concealment roll might help him resist the attacker’s PRE instead.) This goes on, Contest
because it would give him a chance to realize after Contest, until either (a) the attacker wins, or
(b) the attacker stops the attack. Loss or gain of
PRE this way affects the target’s Presence Attacks
Hero System Advanced Player’s Guide II n Chapter Three 85
3
succeeding by 2. Since that matches Khasdrevan’s
success, the Demon wins this round. But since his based on their own merits.
margin of success over Khasdrevan is 0, he doesn’t In essence Social Combat Maneuvers analo-
get any PRE back. gizes PRE to STR and lets characters use PRE to
In Segment 9, Khasdrevan rolls a 13 again, inflict “damage” in Social Combat. A character
succeeding by 3. But the Demon rolls an 8, who suffers too much damage loses the conflict
succeeding by 5! He wins, and since his margin and has to do what his attacker wants. This system
of success over Khasdrevan is 2, he regains 2 lost assumes PCs are equally susceptible to the effects
points of PRE (so he’s PRE 23). of Social Combat as NPCs — if they want to
In Segment 12, Khasdrevan decides he’s in engage in Social Combat using these rules, they
danger of losing control and has to go all-out for have to accept the risk of being subjected to Social
victory. He Pushes for a +2 to his roll. Then he Combat’s negative outcomes themselves.
rolls a 5, succeeding by 13! The Demon rolls a 13 CHARACTERISTICS
as well, but that’s only success by 0 for him, so
In addition to making heavy use of PRE,
he loses this round. Even worse, he loses 13 PRE,
Social Combat Maneuvers relies on several new
dropping him to 10. At this point the Demon may
Characteristics (sometimes referred to as “Social
decide he’d better go ahead and submit to the
Characteristics”):
wizard’s orders, or he may keep fighting....
Offensive Social Combat Value (OSCV): Offen-
Whether this reduction applies to Presence
sive Social Combat Value represents a character’s
Attacks, the use of Interaction Skills, and the like
“accuracy” in Social Combat — his ability to use
against other persons during the Social Combat
just the right phrase at just the right time, think
“battle” or the duration of its effects is up to the
of the most appropriate insult, state his case in
GM. Typically it does apply against anyone who
the most logical or convincing way, and so forth.
witnesses a character taking PRE damage (and
OSCV has a Base Value of 3; each additional +1
possibly anyone who hears about the “battle,” if
point of OSCV costs 3 Character Points.
the PRE reduction lasts long enough).
Defensive Social Combat Value (DSCV): Defen-
SOCIAL COMBAT MANEUVERS
sive Social Combat Value represents a character’s
At the GM’s option, characters using the Skills
ability to avoid the harmful effects of Social
Social Combat rules can buy the Advanced Social
Combat — his skill at adroitly deflecting insults,
Combat Maneuvers described below for the Social
his resistance to being influenced, intimidated, or
Combat Maneuvers system. In this case you should
persuaded, the devil-may-care attitude that causes
ignore the modifiers to OSCV and DSCV, and
social scorn to roll off him without affecting his
treat each +1d6 Presence Attack as +1 with the
aplomb one bit. DSCV has a Base Value of 3; each
relevant Skill Roll(s). Determining which Social
additional +1 point of OSCV costs 3 Character
Combat Maneuver applies to which Skill is up to
Points.
the GM if it’s not obvious from the Maneuver’s
name or description. The GM can also create more Social Defense (SD): Social Defense represents a
Maneuvers if desired, of course. character’s ability to withstand the harmful effects
of Social Combat when he cannot avoid them.
It simulates such attributes as a high degree of
86 n Combat And Adventuring Hero System 6th Edition
self-confidence, the capacity to compromise pride If that’s not the case, then the GM may prefer for
for the sake of expediency, and simply not caring characters to use the standard CSL costs instead.
what other people think about you. SD has a Base
Value of 2; each additional +1 point of SD costs 1 POWERS
Character Point. Characters can use Adjustment Powers to affect
the new Characteristics listed above. However,
Savoir Faire (SF): Also known as Social Recovery DSCV, SD, SF, and COM all count as “defensive
(SR) by those who prefer more generic termi- abilities,” and thus Adjustment Powers only have
nology, Savoir Faire represents a character’s ability half effect against them (see 6E1 135).
to collect himself, regain his composure, and A Desolidified character can be “attacked” and
recover from social setbacks. It functions just like affected in Social Combat, just like he’s subject to
REC does for STUN and END, except that it only being attacked with a Presence Attack. (Similarly,
applies to Composure (“Social STUN,” see below). he can attack someone in Social Combat without
SF has a Base Value of 4; each additional +1 point having to buy Affects Physical World (+2) for any
of SF costs 1 Character Point. of his Social Combat Maneuvers.) Of course,
Composure (COM): Also known simply as Social attempts to use intimidation or similar social
STUN (SS), Composure represents a character’s “tactics” against him may suffer serious penalties
strength of personality and will in the face of because he knows he can’t be physically touched.
Social Combat attacks. Those attacks’ damage For Transform purposes, consider “Social” a
reduce his COM; as his COM falls he suffers separate sphere like Body, Mind, and Spirit. Social
various negative effects (see Damage And Its Transforms work against PRE rather than BODY
Effects, below). COM has a Base Value of 20; each (see APG 57). Unless the GM rules otherwise, any
additional +2 points of COM costs 1 Character Transform specifically designed to alter a charac-
Point. ter’s PRE and/or Social Characteristics (see above)
3 SKILLS
The primary Interaction Skills representing
is a Social Transform.
LIMITATIONS
basic character interpersonal conduct — Charm, If a character is using a power with the Concen-
Conversation, Interrogation, Oratory, Persuasion, tration Limitation while engaged in Social Combat
and Trading — don’t exist in the Social Combat Maneuvers combat, the penalty to his DCV also
Maneuvers system; instead characters use Basic applies to his DSCV, unless the GM rules other-
Social Combat Maneuvers (see below) that essen- wise. (The same applies to Inaccurate and its OCV
tially duplicate their effects. If a character wants to penalty.)
access the “knowledge function” that those Skills ADVANTAGES
provide (such as Trading’s capacity for letting a
character know or determine values in the market- With the GM’s permission, a character can
place), he can buy an appropriate KS and/or PS. use the Alternate Combat Value Advantage to
The more specialized Interaction Skills — build special abilities for use in Social Combat by
Acting, Animal Handler, Bribery, Bureaucratics, substituting OSCV and DSCV for other forms of
High Society, and Streetwise — still exist for both Combat Value. See the accompanying table for
their “interaction” and “knowledge” functions, and suggested Power Modifier values. These values are
are still used in the usual manner. Where there’s a based on the assumption that the average charac-
possibility that both one of these Skills and Social ter’s SCV tends to be lower than either his CV or
Combat could be used to accomplish the same MCV; if that’s not the case in your campaign, the
sort of “interaction” purpose, the GM decides GM should adjust the values appropriately.
which one characters have to use. In some cases a
character might be allowed to use these Skills as a
sort of “Complementary Skill” to a Social Combat SOCIAL ALTERNATE
Maneuver, granting +1d6 of effect (or perhaps +1 COMBAT VALUE
OSCV) for every full 2 points by which the roll
succeeds. Value Effect
If characters want to buy Combat Skill Levels
-¼ Mental Power uses OSCV instead of OMCV
with Social Combat, in most campaigns they
should use the costs for CSLs for Mental Powers +¼ Mental Power attacks against DSCV instead
rather than for standard CSLs. However, this of DMCV
assumes that Social Combat isn’t the primary form -¼ Non-Mental Power uses OSCV instead of
of conflict between characters and occurs rela- OCV
tively infrequently compared to physical combat.
Hero System Advanced Player’s Guide II n Chapter Three 87
+¼ Non-Mental Power attacks against DSCV Alternately, the GM might consider a Social
instead of DCV Combat Maneuvers attack against more than one
person to work sort of like Spreading An Attack:
for each +1 person affected, decrease the attack by
FIGHTING -1d6 Presence Attack.
Social Combat Maneuvers combat works just
COORDINATED ATTACK
like ordinary physical combat in most respects.
With the GM’s permission, characters can
Unless the GM rules otherwise, characters can
Coordinate their Social Combat Maneuvers
only take Social Combat Maneuver actions
attacks. This can represent ganging up on the
on their Phases, and making a Social Combat
target to bully him into doing something, two or
Maneuver attack requires an Attack Action.
more people more effectively negotiating with
Characters can Hold their Actions to make Social
an individual, a group of clever thieves pulling
attacks, or Abort to use a defensive Social Combat
off part of a successful con job, or the like. The
Maneuver.
attackers must succeed with their Teamwork rolls
(Alternately, GMs can assume that all charac-
as usual. For those who succeed, and who then hit
ters have SPD 12 for purposes of Social Combat,
with their Social Combat attacks, their Presence
since even under the standard HERO System rules
Attack effect rolls add together for purposes of
brief snippets of conversation take no time.)
determining whether the target is Disconcerted.
To determine who acts first in Social Combat
Maneuver combat, use characters’ INT instead ENCUMBRANCE
of DEX. The character with the highest INT who Generally the Encumbrance penalties don’t
has a Phase in a Segment acts first, then the next apply to Social Combat Maneuvers attacks. But
highest INT, and so forth. there may be situations in which a character’s so
Social Attack Rolls are made the same as loaded down or overburdened that he can’t be as
ordinary Attack rolls, just using different forms of
Combat Value: Attacker’s OSCV + 11 - 3d6 roll =
DSCV the attacker can hit. If OSCV or DSCV are
witty or impressive as he ordinarily would be. In
that case the GM may wish to apply the Encum-
brance penalties to DCV/DEX-based rolls to the
3
modified, use the OCV and DCV Checklists on character’s OSCV. On the other hand, if a charac-
6E2 36-37 to determine the proper order of opera- ter’s Social Combat attack involves intimidation,
tions — just substitute SCV for CV and ignore any the fact that he can carry a great deal of weight
steps that are irrelevant to Social Combat (such as may help him (apply the DCV penalty as a bonus
weapon and armor modifiers). to OSCV).
SOCIAL COMBAT MODIFIERS ENVIRONMENTAL CONDITIONS
Except where noted below, standard Combat Most environmental conditions have no effect
Modifiers don’t apply in Social Combat Maneuver on Social Combat Maneuvers combat; they don’t
fights. (Similarly, unless noted elsewhere, the situ- affect a character’s ability to be persuasive, intimi-
ations listed in the DCV Modifiers Table on 6E2 dating, clever, impressive, or the like. (Though of
37 do not affect DSCV.) course, Social Combat may be inappropriate or
impossible in some situations, such as when two
AREA OF EFFECT ATTACK, TARGET AN AREA characters are falling out of an airplane or are
The Social Combat Maneuvers rules gener- trapped in conditions that prevent communica-
ally assume that a Social Combat attack is made tion.) Intoxication is one exception; its penalties to
against a single target: one individual interro- OCV and DCV also apply to OSCV and DSCV.
gating another; two courtiers exchanging veiled
insults during a soiree; a private eye trying to MULTIPLE ATTACKERS
intimidate a thug into coughing up some informa- The GM can adapt the Multiple Attackers rules
tion; and the like. Only the Orate and Group Social to Social Combat Maneuvers conflicts much like
Attack Social Combat Maneuvers by definition Coordination: the more characters who “team
work against groups of people. If a character up” to try to intimidate, persuade, or trick an
wants to use some other Social Combat Maneuver individual, the harder it is for him to resist/protect
against two or more targets at once, he makes the himself. The ordinary DCV modifier becomes a
attack as if against an Area (i.e., against DSCV DSCV modifier instead.
3), but if appropriate the GM should reduce the SURPRISED, SURPRISE MOVE
amount of Presence Attack dice rolled to reflect In most cases these two Combat Modifiers
the difficulties posed by interacting with a group don’t apply in Social Combat Maneuvers combat
instead of an individual. For example, typically — it’s obvious to everyone involved that Social
it’s harder to persuade, intimidate, trick, calm, or Combat has begun or is taking place. However,
negotiate with a group than with one person. On situations may arise where the GM thinks it’s
the other hand, if all the character wants to do is appropriate to use these Combat Modifiers
insult or anger a large number of people, that’s (substituting OSCV bonuses and DSCV penal-
easily accomplished and probably suffers no loss ties for OCV and DCV modifiers, of course). For
of dice. example, if a long-time friend turns on a character
publicly and begins insulting him, the GM might
rule that the target PC is Surprised.
88 n Combat And Adventuring Hero System 6th Edition
3
Sense Lie 1 +0 +0 Make PER Roll to judge whether someone’s lying
THE SOCIAL COMBAT MANEUVERS “arrangements.” This ranges from the classic
The Social Combat Maneuvers are organized “dicker over the price of goods in the market” to
into Basic and Advanced categories. Basic Social multibillion dollar boardroom business matters
Combat Maneuvers are “free” — any character can or convincing a guard to let the character pass
use them. The Advanced Social Combat Maneu- in exchange for a future favor. In generic terms,
vers cost Character Points; a character can only Negotiate lets a character persuade someone to
use one if he’s paid for it. Unless the GM rules give him something in exchange for something
otherwise, the minimum amount of Character in return. The concession doesn’t necessarily
Points a character can spend on Advanced Social involve physical goods (Negotiate could involve
Combat Maneuvers is 10 points (just like with corresponding uses of political power for mutual
regular Martial Arts). benefit, for example), but some “trade” takes place
as part of the process.
BASIC SOCIAL COMBAT MANEUVERS
Orate: This Social Combat Maneuver functions
Charm: This Social Combat Maneuver functions basically the same as the Oratory Skill. It allows
basically the same as the Charm Skill (though any a character to speak convincingly and well to a
functions pertaining to romantic/sexual seduc- group of people, and hopefully win them to his
tion are covered by the Seduce Social Combat side or influence their behavior.
Maneuver instead). It allows a character to
befriend someone or get on his good side through Persuade: This Social Combat Maneuver func-
personal charm and appeal. tions basically the same as the Persuasion Skill.
It allows the character to persuade someone to
Converse: This Social Combat Maneuver func- agree with him or do what he wants. (However, it
tions basically the same as the Conversation Skill. won’t let him lie convincingly, which requires the
It allows a character to engage a target in conver- Lie Social Combat Maneuver, and the EGO Roll
sation and elicit useful facts from him without the
target realizing what’s going on. Alternately the
character can use this Social Combat Maneuver
rules described on 6E1 85 are replaced with the
standard Social Combat Maneuvers damage rules
[see below].)
3
simply to be an engaging conversationalist.
Seduce: This Social Combat Maneuver func-
Group Social Attack: This Social Combat tions the same as some aspects of the Charm Skill.
Maneuver allows a character to make a Social It allows a character to influence the target to
Combat attack against a group of people (see Area comply with his “romantic” desires, ranging from
Of Effect Attack, Target An Area, above). “Would you like to go out to dinner with me?” to
Insult: This Social Combat Maneuver allows blatant sexual seduction.
a character to anger or humiliate someone by Sense Lie: A character who spends a Full Phase
insulting them. Depending on the nature of the and pays careful attention to what someone’s
Social Combat, this can range from crude jibes saying can judge whether the truth’s being told.
about the target’s looks, sexuality, parentage, He makes a PER Roll, and if he succeeds he
or other qualities, to the most subtle forms of correctly determines whether he’s being lied to.
innuendo. (If the person doing the lying has Acting, the GM
Intimidate: This Social Combat Maneuver allows can convert this into a Skill Versus Skill Contest
a character to bully, harass, or otherwise intimi- instead of just allowing the character to make
date the target into doing something the target his PER Roll. Similarly, if the liar uses the Lie
would ordinarily prefer not to do. There are limits, Maneuver, convert this into a PRE Roll Versus
of course — Intimidate isn’t Mind Control — but PER Roll Contest.) He can’t determine what the
it’s often possible to threaten a victim into doing truth is, but by carefully evaulating the target can
something he doesn’t want to. determine if he’s speaking false or true.
Interrogate: This Social Combat Maneuver func- ADVANCED SOCIAL COMBAT MANEUVERS
tions basically the same as the Interrogation Skill The Advanced Social Combat Maneuvers
(though it doesn’t allow a character to use physical tend to be similar to the Basic Social Combat
torture; for that, characters should buy KS: Torture Maneuvers, but for more specific purposes (such
and PS: Torturer). It lets a character convince or as insulting someone or destroying an opponent’s
force the target to divulge information he’d ordi- argument with the force of logic). The ones a
narily prefer to keep secret. character buys tend to reflect his personality and
style of interacting with people; an unpleasant,
Lie: This Social Combat Maneuver allows a arrogant, aggressive person might choose Maneu-
character to tell a convincing lie. If he successfully vers like Biting Sarcasm, Cruel Insult, and Harsh
reduces the target’s COM to 0, the target believes Criticism, whereas a more rational or likeable
the lie unless and until he perceives or learns individual would prefer Clever Repartee, Diplo-
something that causes him to question what the matic Appeal, and Witty Rejoinder.
character told him. Given the nature of Advanced Social Combat
Maneuvers, the GM can easily expand the list to
Negotiate: This Social Combat Maneuver
include other types of social interaction. The ways
functions basically the same as the Trading
in which one human being can communicate with
Skill. It allows a character to negotiate deals or
90 n Combat And Adventuring Hero System 6th Edition
another, even in a “combative” or “adversarial” The GM can also limit how many persons a
fashion, are practically limitless. It’s just a ques- single character can Bolster during specific Social
tion of assigning a discrete game function to the Combat for much the same reasons.
Maneuver so characters have a reason to purchase
Clever Repartee: You can consider this the
it, and of making sure the cost is balanced for the
“default” Advanced Social Combat Maneuver in
campaign.
some respects. It reflects a character’s ability to say
Biting Sarcasm: Sarcasm has been aptly something witty or particularly appropriate at just
described as the lowest form of humor... but it’s the right time, regardless of the situation or the
undeniably effective in some circumstances. In nature of the social interaction.
terms of Social Combat using this Maneuver may
Cruel Insult: A favorite of the strong and
be considered something of a “low blow,” particu-
powerful, particularly bullies, Cruel Insult allows
larly against the innocent or unintelligent, but
a character to break the target’s spirit or make him
sometimes winning is better than abiding by the
look foolish in front of others through the use of
rules of conversational chivalry.
clever, calculated insults. Depending on the situa-
A character can only use Biting Sarcasm in
tion and the target, this can range from crude jibes
response to an opponent’s Social Combat attack.
about his looks or habits to extremely subtle and
It doesn’t matter whether the attack succeeds or
witty digs at his sexual habits, ancestry, or table
fails (indeed, Sarcasm is often the most Biting
manners.
against a failed Social attack), but the victim has
Characters using Cruel Insult have to beware
to have done something to “provoke” the sarcastic
looking too cruel. If they choose the wrong insult
response.
for the occasion, or utter it at the wrong time,
Blatant Threat: Sometimes the easiest way to get things may backfire on them. The target could end
what you want is a serious threat — be it physical up looking sympathetic to others instead of stupid
Fortress Of Arrogance: A character using this even granting him a bonus to the roll if he’s
Social Combat Maneuver is so sure he’s right, Disconcerted.)
so convinced that his opinion and conduct are
Strong Logic: This Social Combat Maneuver
correct, that no argument is likely to persuade
allows a character to present his argument with
him. He receives a +5 DSCV bonus that lasts until
such compelling, forceful logic that he can
his next Phase. In game terms this works more
convince nearly anyone that he’s right, or win
or less like a Dodge, but only for Social Combat
nearly any debate.
purposes. Characters can Abort to this Maneuver
if necessary. Winning Charm: Sometimes the easiest way to
“win” a Social Combat encounter is for a character
Harsh Criticism: Another favorite of the
to convince the other person that he just wants to
powerful, bullies, and petty tyrants everywhere,
be friends or wants to get into that person’s good
Harsh Criticism is similar to Cruel Insult, but adds
graces. Winning Charm is tailor-made for such
even more dice due to having the weight of logic
encounters. It allows a character to really “turn on
behind it. The character isn’t simply insulting the
the charm” and use the most appealling aspects of
target, he’s criticizing his faults and flaws (which
his personality to best effect.
the target is probably already well aware of) in the
strongest and most demeaning possible terms. Witty Rejoinder: This Social Combat Maneuver
However, as with Cruel Insult, a character using is the perfect weapon for socially adept characters
Harsh Criticism has to be careful not to take who are skilled at verbal jousting. After another
things too far or he may end up making the situa- character makes a Social Combat attack on a
tion worse for himself. character (whether the attack succeeds or fails),
the “target” can use Witty Rejoinder to exploit
Push Your Buttons: A character uses this Social
openings his attacker has given him, make just the
Combat Maneuver to make someone angry. It
3
right response, or the like.
works best if the character actually knows the
target well enough to know what topics or ways of DAMAGE AND ITS EFFECTS
arguing actually do “push his buttons,” but it still To determine the “damage” done in Social
works without that if the character’s clever enough Combat Maneuvers combat, roll a character’s
to make intelligent guesses as to the target’s Presence Attack dice (including any bonus dice
“buttons” through observation or knowledge. from Advanced Social Combat Maneuvers, or
If the target has an appropriate Enraged (such provided by the GM pursuant to the table on
as “Enraged when insulted, taunted, or mocked”), 6E2 136). Add up the total on the dice, but don’t
he must roll for it whenever he’s successfully use the normal Presence Attack mechanics to
attacked with Push Your Buttons, even if his COM determine the results. Instead, apply the total as
hasn’t reached 0 yet. (The GM may even rule that “social damage” to the target. The target subtracts
he automatically becomes Enraged, particularly his Social Defense from this amount, and takes the
if he’s Disconcerted.) If he’s reduced to 0 COM remainder as COM damage.
by Push Your Buttons, he automatically becomes The attacker should also count the BODY on
Enraged. Furthermore, the GM may rule that his roll as if determining Normal Damage BODY.
any target who’s reduced to 0 COM by Push Your This affects how quickly the victim recovers from
Buttons reacts in an Enraged-like fashion even if his loss (see below).
he doesn’t have that Complication.
Example: Viscomte d’Compeigne is fighting a
Romantic Gesture: This Social Combat Maneuver duel of words with his long-time arch-rival, the
represents a grand romantic gesture of some sort, Marquis Giscard, at a fashionable salon. He has
ranging from bringing flowers and chocolates to PRE 18 and uses Cruel Insult. After his attack
composing a romantic poem in the target’s honor succeeds, he rolls a 5½d6 Presence Attack, getting
on the spot. Depending on the circumstances, a result of 17. The Marquis has SD 5, COM 30.
the gesture may take far longer than a Phase to After subtracting his 5 SD from the damage, he
perform (e.g., a candlelit dinner at a fancy restau- loses 12 points of COM and is now at COM 18.
rant, a horsedrawn carriage ride around the park).
REDUCTION TO COM 0
Smart Dealing: The character’s such a skilled If a character is reduced to COM 0 or below,
talker that he can cut deals and negotiate bargains he loses the social battle. If the final attack that
better than just about anyone. reduced him to COM 0 involved an order, instruc-
Soothe: The Soothe Maneuver is sort of the tion, or request (as with most attempts to intimi-
opposite of Push Your Buttons: it represents the date, interrogate, negotiate, or charm), the victim
character’s efforts to calm down an angry target, has to comply unless the GM or some other rule
soothe ruffled feathers, or put someone at ease. indicates otherwise. (For example, the rules for
If the target is currently Enraged/Berserk, and Trading, and thus for Negotiate, indicate that a
is reduced to 0 COM by Soothe, he automati- character can always refuse an offered bargain,
cally recovers from his Enraged/Berserk state. though the GM may choose to override this if
(The GM may also permit him to make recovery desired.) If the final attack that reduced him to
rolls after every successful Soothe attack, perhaps COM 0 didn’t involve a “request” the character can
comply with (for example, it was an insult or some
sort of witty retort), then he’s simply disgraced,
92 n Combat And Adventuring Hero System 6th Edition
humiliated, made to look the fool, loses face, or by any sufficiently large loss of COM, no matter
the like — whatever the GM feels is most appro- how he loses it.
priate. An NPC will often retreat from the scene, A Disconcerted character’s DSCV instantly
try to escape from his attacker(s), or indicate his drops to ½. The character remains Disconcerted,
defeat and the resulting embarrassment in some and can take no Social Actions, until his next
other way. Phase (he cannot even Abort to a defensive Social
A character may remain at COM 0 for some Action, such as Fortress Of Arrogance). He cannot
time after suffering defeat in Social Combat (see use Savoir Faire to take Social Recoveries (except
below). However, this doesn’t mean he instantly his free Post-Segment 12 Recovery). He remains
complies with any other Social order, instruction, subject to Social Combat attacks.
or request. Once he’s been reduced to COM 0 and A Disconcerted character must take a moment
forced to “comply” with what his attacker wants, to regain his self-confidence and applomb. This
further Social attacks have little to no effect. They is called recovering from being Disconcerted. This
simply disgrace or humiliate him further, cost works the same as recovering from being Stunned
him more face, or the like. He has to “regain his physically, it simply applies only in the Social
composure” (i.e., return to positive COM through realm (and is only affected by Social attacks).
Recoveries or other means) and try to re-enter the
RECOVERING LOST COM
sphere of Social interaction before he’s once again
A character uses his Savoir Faire (SF) Charac-
subject to Social Combat Maneuvers attacks that
teristic to determine how quickly he “regains his
can have any further effect.
composure” after suffering a Social attack.
Since Social Combat is a much broader and
During an ongoing Social Combat Maneuvers
more intangible thing than physical combat, in
“battle,” before a character is reduced to COM 0,
some cases a character may be able to obtain a
he uses SF just like a character in physical combat
partial or lesser success before reducing his oppo-
3
uses REC. He may declare that he’s taking a Social
nent’s COM all the way to 0. The GM determines
Recovery as a Full Phase Action (and that’s the
when this is possible, based on the circumstances
only thing he can do that Phase, and his Recovery
and what the character indicates he’s trying to
can be interrupted and spoiled if he takes more
accomplish. Some examples include:
COM damage). He gets a Post-Segment 12 Social
a character starts to Negotiate a major deal, but Recovery as well.
realizes part of the way through the negotia- But once a character’s reduced to COM 0, the
tions (i.e., through the series of Social Combat situation changes. At that point he’s so humiliated,
attacks that represent the dickering) that he disgraced, discomfitted, embarrassed, or simply
probably can’t get everything he wants. So he “socially damaged” that regaining his former
decides to settle for a partial concession (in Social state is much harder. The GM should count
game terms, he stops after reducing the target’s the “Normal Damage BODY” on the final attack
COM to roughly half of what it was at the that reduced the character to COM 0 (or, if the
beginning of the “battle”). GM prefers, take the average “Normal Damage
BODY” of all the Social attacks the character was
a character begins a conversation with an NPC,
subjected to in this combat). The GM then counts
hoping to learn several facts. The GM rules that
that many steps down the Time Chart beginning
he learns one fact for every 8 points of COM
with 1 Turn. The character remains at COM 0 for
damage he does to the target. After doing 16
that length of time, and can only begin taking SF
points of COM damage he learns a fact that’s so
Recoveries to regain his lost COM at that point.
important he needs to tell his superior officer
right away, so he breaks off the Social Combat. Example: The Viscomte d’Compeigne viciously
derides and disgraces his rival the Marquis
a character wants to use Seduce on a beautiful
Giscard, reducing him to COM 0 with a final
NPC he just met. He decides he doesn’t want to
Cruel Insult attack that does “7 BODY” damage.
try to talk her into bed (which would definitely
The GM counts seven steps down the Time Chart
require reducing her COM to 0), he just wants
beginning with 1 Turn, reaching a final result of
to convince her to go out on a dinner date with
1 Day. The Marquis thus remains at COM 0 for 1
him. The GM rules that she’ll agree to go out
Day; after a day passes since the Viscomte’s final
to him after he reduces her COM to half its
attack, he can use his SF to Recover his lost COM
starting total.
as usual.
DISCONCERTED
APPLICABILITY OF COM REDUCTIONS
If the COM damage done to a character (after
Injuries suffered in physical combat are
subtracting defenses) is less than or equal to
“universal” — if perceptible, they can be perceived
his Presence (PRE), there’s no effect other than
by anyone, and they affect the character’s ability
the loss of COM. If the COM damage done to
to withstand further physical combat with anyone
a character by a single attack (after subtracting
(not just the person who injured him).
defenses) exceeds his PRE, he’s Disconcerted.
Not so “Social injuries” represented by loss
(Some GMs also refer to this simply as being
of COM. As mentioned above, Social Combat
“Socially Stunned.”) A character is Disconcerted
Maneuvers conflicts are by definition broader and
more intangible than physical combat, and that
Hero System Advanced Player’s Guide II n Chapter Three 93
3
Target’s PRE +30
least this Phase, and possibly several Phases [or longer] going forward). If the Pres-
ence Attack involves some request, order, instruction, or command, the target must
comply. The attacker receives +15 PRE only for purposes of resisting the target’s
Presence Attacks made that Phase (and perhaps for one or more Segments/Phases
going forward).
CREDIT WHERE
HHATTAINT Options:
Effect: Major Transform 6d6 (inflict 1) Bolster Confidence II: Increase to Aid PRE
2d6. 30 Active Points; total cost 7 points.
CREDIT IS DUE Social Complication), Social
Transform, All Or Nothing 2) Bolster Confidence III: Increase to Aid PRE
DEPARTMENT Target: One character 3d6. 45 Active Points; total cost 11 points.
One of the first Social Duration: Instant 3) Bolster Confidence IV: Increase to Aid PRE
Combat systems I ever Range: No Range 4d6. 60 Active Points; total cost 15 points.
saw for the HERO System END Cost: 0 4) Bolster Confidence V: Increase to Aid PRE
was the “Repartee” 5d6. 75 Active Points; total cost 19 points.
rules created by Jason Description: The character reveals a shocking 5) Bolster Confidence VI: Increase to Aid PRE
Vester and published in secret of the target’s, or levels an accusation at 6d6. 90 Active Points; total cost 22 points.
Adventurer’s Club #27 him that’s so dire, that he permanentely stains the
(Fall 1995). Like Talent target’s honor and harms his social standing.
Social Combat, Repartee The exact nature of the Social Complication HHCLEVER REPARTEE
relies on abilities built depends on what the character knows about Effect: Drain PRE 1d6, Delayed
with Powers to represent the target. A really juicy secret works best, but Return Rate (points return at
skill at Social Combat, in a pinch he can accuse the target of some- the rate of 5 per Minute)
coupled with extensive thing shameful that’s difficult to refute. The GM Target: One character
use of Presence Attacks. determines the severity and effects of the Social Duration: Instant
The Talent Social Combat Complication. Range: No Range
system presented here This tends to be the “big gun” in Social END Cost: 0
differs from Jason’s, Combat. Once a character uses Attaint there’s no
but it’s only fair going back; he and the target are likely to become Description: This is the standard attack in Talent
3 to acknowledge
the antecedents
and inspiration.
bitter enemies for life.
Game Information: Major Transform 6d6 (inflict
an appropriate Social Complication; heals back in
Social Combat. It allows a character to reduce a
target’s PRE through whatever sort of repartee
seems best suited to the situation: insults; persua-
2d6 months or when target does something that sion; personal charm; forceful logic; intimidation;
definitively disproves the accusation), Reduced or the like.
Endurance (0 END; +½) (135 Active Points); All Game Information: Drain PRE 1d6, Delayed
Or Nothing (-½), Limited Target (humans; -½), Return Rate (points return at the rate of 5 per
No Range (-½), Only Works Against Targets In Minute; +1), Reduced Endurance (0 END; +½)
Social Combat (-2), Social Transform (works (25 Active Points); No Range (-½), Only Works
against PRE not BODY; -½). Total cost: 27 points. Against Targets In Social Combat (-2). Total cost:
Options: 7 points.
1) Strong Power: Increase to Major Transform Options:
8d6. 180 Active Points; total cost 36 points. 1) Clever Repartee II: Increase to Drain PRE
2d6. 50 Active Points; total cost 14 points.
HHBOLSTER CONFIDENCE 2) Clever Repartee III: Increase to Drain PRE
Effect: Aid PRE 1d6, Delayed Return 3d6. 75 Active Points; total cost 21 points.
Rate (points fade at the 3) Clever Repartee IV: Increase to Drain PRE
rate of 5 per Minute)
4d6. 100 Active Points; total cost 28 points.
Target: One character
4) Clever Repartee V: Increase to Drain PRE 5d6.
Duration: Instant 125 Active Points; total cost 36 points.
Range: No Range
5) Clever Repartee VI: Increase to Drain PRE
END Cost: 0 6d6. 150 Active Points; total cost 43 points.
Description: When a friend or ally is the victim
of Clever Repartee, a character with this power
can “heal” some of the “damage” by temporarily
boosting the victim’s confidence, self-esteem, and
social savvy.
Game Information: Aid PRE 1d6, Delayed Return
Rate (points fade at the rate of 5 per Minute; +1),
Reduced Endurance (0 END; +½) (15 Active
Points); Only Aid Other (-½), Only Restores To
Starting Values (-½), Only Works Against Targets
In Social Combat (-2). Total cost: 4 points.
Hero System Advanced Player’s Guide II n Chapter Three 95
3
Only at attacker: 34 Active Points; total cost ately automatically resets; +1), Reduced Endur-
17 points. ance (0 END; +½) (10 Active Points); Linked
Any Target (+½): 51 Active Points; total cost (-½), Only Aid Self (-1), Only Restores To Starting
25 points. Values (-½), Unified Power (-¼) (total cost: 3
points). Total cost: 6 points.
2) Misdirection III: Increase to Reflection (75
Active Points): Options:
Only at attacker: 50 Active Points; total cost 25 1) Score A Point II: Increase to Drain PRE 1d6 +
points. Aid PRE 1d6. 25 + 22 = 47 Active Points; total cost
Any Target (+½): 75 Active Points; total cost 37 7 + 7 = 14 points.
points. 2) Score A Point III: Increase to Drain PRE 1½d6
3) Misdirection IV: Increase to Reflection (102 + Aid PRE 1½d6. 37 + 34 = 71 Active Points; total
Active Points): cost 10 + 10 = 20 points.
Only at attacker: 68 Active Points; total cost 3) Score A Point IV: Increase to Drain PRE 2d6 +
34 points. Aid PRE 2d6. 50 + 45 = 95 Active Points; total cost
14 + 14 = 28 points.
Any Target (+½): 102 Active Points; total cost
51 points. 4) Score A Point V: Increase to Drain PRE 2½d6
+ Aid PRE 2½d6. 62 + 56 = 118 Active Points;
4) Misdirection V: Increase to Reflection (126 total cost 18 + 17 = 35 points.
Active Points):
5) Score A Point VI: Increase to Drain PRE 3d6
Only at attacker: 84 Active Points; total cost + Aid PRE 3d6. 75 + 67 = 142 Active Points; total
42 points. cost 21 + 21 = 42 points.
Any Target (+½): 126 Active Points; total cost
63 points.
5) Misdirection VI: Increase to Reflection (150
Active Points):
Only at attacker: 100 Active Points; total cost
50 points.
Any Target (+½): 150 Active Points; total cost
75 points.
96 n Combat And Adventuring Hero System 6th Edition
3
points.
“battle.” Part of the tactics and strategy of Social
Options: Combat is evaluating when it’s best to reduce the
1) Social Confidence II: Increase to +10 PRE. 10 target’s PRE a little more (for a better ultimate
Active Points; total cost 3 points. result), and when it’s best to make a Presence
2) Social Confidence III: Increase to +15 PRE. 15 Attack (possibly to make the target hesitate going
Active Points; total cost 5 points. forward, or in the hopes of winning before the
target makes his own Presence Attack).
3) Social Confidence IV: Increase to +20 PRE. 20 The Social Presence Attack Table on page
Active Points; total cost 7 points. 95 indicates the typical results in Talent Social
Combat. The standard Presence Attack modifiers
HHUNRUFFLED from 6E2 136 apply to whatever extent the GM
Effect: Power Defense (3 points), Only considers appropriate.
To Resist Clever Repartee The GM determines the duration of effect
Target: Self of a Presence Attack in Talent Social Combat.
Duration: Persistent The rules for “extending the effect” on 6E2 137
should be used. In many cases it may be possible
Range: Self
for someone who’s been “injured” by a Presence
END Cost: 0 Attack in Talent Social Combat to eliminate or
reduce the effects by (a) receiving a Bolster Confi-
Description: Unruffled is similar to Social Confi- dence attack from a friend, or (b) succeeding at
dence. It represents the fact that the character’s so some other endeavor that wipes away the “stain”
sure of himself that attempts to make him look of the “damage” (such as winning a Social Combat
bad in Social Combat situations (i.e., to Drain his against someone else shortly thereafter, or doing
PRE with Clever Repartee) roll off him like water something heroic or helpful that gives the lie to
off a duck’s back. whatever insults he suffered).
Game Information: Power Defense (3 points) (3
Active Points); Only To Resist Clever Repartee
(-2). Total cost: 1 point.
Options:
1) Unruffled II: Increase to Power Defense (6
points). 6 Active Points; total cost 2 points.
2) Unruffled III: Increase to Power Defense (9
points). 9 Active Points; total cost 3 points.
3) Unruffled IV: Increase to Power Defense (12
points). 12 Active Points; total cost 4 points.
4) Unruffled V: Increase to Power Defense (15
points). 15 Active Points; total cost 5 points.
5) Unruffled VI: Increase to Power Defense (18
points). 18 Active Points; total cost 6 points.
The Hero System Advanced Player’s Guide n Chapter Three 97
3
the “high speed” objects. The faster a speedster or how the world
(or object) moves, the less of his actions remain looks from the
FAST AND SLOW visible to the Slow POV. In short, a Slow POV
viewer usually sees the results of a super-speed
perspective of
PERCEPTIONS event rather than the event itself.
long-term events
such as flowers blos-
Imagine two automobiles horribly mismatched soming, trees growing,
When super-speed comes into play, you can
in speed. A Yugo travels down the highway at 10 paper discoloring in the
divide characters into two types: those who can
mph, racing a Jaguar traveling over 100 mph. The sun, and radioactive
perceive super-speed phenomena (the Fast POV);
Yugo driver perceives the Jaguar in his rear-view material decaying. To the
and everyone else, who can’t (the Slow POV).
mirror for a very short period of time, they are Slower POV most of the
Normal perception is from the Slow POV; most
neck and neck for the briefest of instants as they world blinks past as if at
people can’t perceive super-speed effects unaided.
meet, and the Jaguar rapidly disappears from the super-speed. In a speedy
In fact, not every “speedster” (a generic term for
Yugo driver’s slow view. The faster the Jaguar, world, this would seem
any character who can move at super-fast speeds,
the less time the Yugo driver can perceive it, let to be a real hindrance.
in this context) can necessarily perceive super-
alone interfere with it in some way. The Jaguar
speed events. To have the Fast POV, a character Sometimes, however,
driver perceives the Yugo first as an obstacle in
needs the ability to perceive at hyper-speeds — events or movement
the distance, briefly as a peer, and then the Yugo
Speed Perception (see below). (Of course, the GM can escape detection
rapidly shrinks in the distance behind him.
may let a speedster have the Fast POV, at least at because they’re moving
Character-initiated Actions are Phased events
some times, as a side effect of his powers, if that or happening so slowly
and take roughly one Segment — one second of
seems appropriate and won’t unbalance the game.) that there’s little percep-
real time — to occur (if not more). Phased events
There’s also a Slower POV for long-term events tible difference from
are completely visible to the Slow POV unless
(see sidebar). one moment to the next.
they’re purchased with Invisible Power Effects or
In discussing Slow and Fast POVs, this section Time-lapsed photog-
some other game mechanic “conceals” them.
also covers two types of events: Phased events, raphy would capture
Many events in the real world are Sub-
actions characters can initiate and which take one these tiny differences,
Segment — they take place entirely within a single
second of time (or more); and Sub-Segment events, and speed them up upon
second of real time. Examples include fan blades
which occur entirely within a single Segment. viewing so the differ-
rotating, bullets firing, explosions detonating,
Sub-Segment events tend to be high-speed/super- ences could be seen in
balloons popping, and the entire life-span of
speed events, and often they occur too fast for PCs real time, but they might
certain subatomic particles. These events occur
(except, of course, some speedsters) to interfere easily escape the notice
so swiftly a Slow POV observer cannot perceive
with. of ordinary characters,
them, making them effectively invisible. If a Sub-
Segment event has no perceivable interaction with much less speedsters —
the surrounding environment, then the Slow POV and thus perhaps not be
might not even be aware it took place at all. For detectible until they’re
example, certain subatomic particles are created, dangerous....
live, and die all without the average person
knowing about it.
98 n Combat And Adventuring Hero System 6th Edition
REAL-WORLD SPEEDS
SUB-SEGMENT EVENTS Speed is relative. You can tell how a speedster
compares to non-speedsters by looking at the
What The Slow POV Sees Speed Chart, his meters of movement, and his
Sub-Segment Event (The “Effect”) speedster abilities, but how do speedsters compare
Balloon/Bubble Popping Instantaneous change with common high-speed events in the real world?
from an inflated sphere to Some of these real-world events are measured
deflated rubber, leftover by linear movement, while some are complete
fragments of rubber, the events which begin and end within a very short
audible “pop” time interval. The Real-World Event Speeds,
Bullet A localized impact, inflicting One-Second Events, and “Few Second” Events
concentrated injury/damage tables list (a) some real-world occurences (starting
with very short interval Sub-Segment events and
Electricity, Lights A continuous level of progressing into the Phased (1 Segment) realm),
ambient light (b) some events that can happen in 1 second, and
Explosion A wide-area impact, (c) some short-term multi-second events
inflicting wide-spread
damage, accompanied by
SPEEDSTER REACTION TIME
flame and noise Nerve impulses are the physiological basis for
action and reaction. Sensory input is transmitted
Computer Calculations Input data transforms into
to the brain by nerve impulses, and action orders
a resulting output piece of
from the brain to muscles are likewise carried by
data
nerve impulses. In a normal 2m tall person it takes
Rotating Fan/Propeller A disturbance in and about 0.02 seconds for a nerve impulse to travel
3
0.02 seconds (10-2) Human nerve impulses
The accompanying tables, which tell you how 0.1 second (10 ) -1
Human ears hear a distinct echo sound
fast various phenomena and events are, tell you 0.4 second (10-1) Baton twirl
how precisely you have to subdivide a Segment,
0.25 second (10-1) Human eye reception of stationary visual
and thus what their “DEX” is for purposes of
image
when they would “act” during a “Phase.”
To match the speed of lightning (.001-.01 second), 0.1-1 second (10-1) Human perception
a speedster would need a DEX value of 100-1000.
To out-race dynamite exploding (.00001-.001
second), a speedster would need a DEX value
just above 1000-100,000. To move faster than a
computer could calculate, a speedster’s DEX value
FIREARM MUZZLE VELOCITY
would have to exceed 1 million. Gun/Ammo Feet/ Meters/ Meters
Obviously no speedster cannot afford such Second Second per Turn
astronomical amounts of DEX. The character
.38 special 810 247 2,952
Point cost prohibits buying enough SPD, DEX,
and Movement to match the muzzle velocity of .45 Colt revolver 860 262 3,144
a gun to enable the speedster to literally out-race 12 gauge shot 1,125 343 4,104
bullets, or to grab a bomb as it’s exploding and
.22 long rifle 1,150 350 4,200
carry it safely away. Yet in the comics and movies
speedsters routinely race against lightning bolts, .357 Magnum 1,450 442 5,304
dodge explosions, and even out-run sound and .44 Magnum 1,470 448 5,376
light. To simulate these classic speedster abilities,
you have to buy speedster powers like the ones in 7.62mm NATO 2,700 823 9,864
the Speedster Powers section of Champions Powers Flechette 4,850 1,478 17,736
and define the special effect as “I can outrace
lightning!” (or whatever it is the character wants
to do).
100 n Combat And Adventuring Hero System 6th Edition
SPEED ZONE
The Fast Point of View characters frequently turn it off; it’s frustrating for
things to always seem to move so slowly.
LEVELS
(POV) And The Speed Zone The list below describes different levels of
Speed Perception based on the “levels” of the
The Fast Point of View is what observers who Speed Zone. The character buys whatever amount
One Second Zone have the Speed Perception ability (see the accom- of Speed Perception he desires. See the main text
Millispeed Zone panying text box) can perceive. (In some cases, the for further rules regarding Perception and high
special effects of other abilities may involve a char- velocity phenomena.
Microspeed Zone acter “having” what amounts to Speed Perception
Nanospeed Zone for a specific purpose.) Ordinarily the GM only Game Information:
Picospeed Zone has to describe events for the Slow POV, but once
a speedster or other character with Speed Percep- Cost Power
Femtospeed tion enters the game, he may have to take the Fast 15 Millispeed Perception: Rapid (x1,000) for Sight
Zone POV into account. Instead of just saying “Vector Group: Events in the normal-speed world are
Attospeed Zone vanishes” (which is what most observers perceive), slowed down to the point where they can be
he has to tell the speedster, “Vector flew behind perceived as if they took an entire second.
The levels are in order Slower events seem to be standing still, or
from longest to shortest
those clouds over there at hypervelocity.”
When a speedster enters the Speed Zone — the nearly so. At this level most speedster tricks
time interval. As noted can be perceived as they occur, though some
in the main text, each
realm of the Sub-Segment — he moves and acts
mostly unimpeded, although he’s visible to the of the more powerful ones may seem to be
“level” down divides by moving very quickly.
1,000 — in other words,
Fast POV, and of course his actions leave traces in
the physical world. It’s a classic scene: a speedster 30 Microspeed Perception: Rapid (x1 million) for
each level represents
events a thousand
villain “walks” into a bank lobby populated with Sight Group: Events in the Milli-Perception
times faster than
bodies frozen in time. He wanders around taking Zone are slowed down to the point where
Cost Power
9 Millispeed Perception: Rapid (x1,000) for
Normal Sight
ONE-SECOND EVENTS
18 Microspeed Perception: Rapid (x1 million) for In 1 second (1 Segment),
Normal Sight Light travels 186,282 miles in air, or 124,000 miles through glass
27 Nanospeed Perception: Rapid (x1 billion) for
Soundtravels approximately 660-760 miles (depends on the
Normal Sight
medium propagated through)
36 Picospeed Perception: Rapid (x1 trillion) for
A telephone signal travels 100,000 miles through a wire
Normal Sight
45 Femtospeed Perception: Rapid (x1 quadrillion) A meteor in space travels 40 kilometers
for Normal Sight A lightning leader bolt travels 290 miles toward the ground
54 Attospeed Perception: Rapid (x1 quintillion) for Earth travels 18.5 miles in solar orbit
Normal Sight
The primary shock waves of an earthquake travel 5 miles
PERCEIVING THE SPEED ZONE A .22-caliber rifle bullet travels approximately 366 meters (1,200
Using Speed Perception (which is built with feet) (see the Firearm Muzzle Velocity table)
the Rapid Sense Modifier) to perceive the Speed
Acheetah, the fastest mammal with a top speed of approxi-
Zone (the Sub-Segment realm) is analogous to a
mately 70 miles per hour, sprints 31 meters (or 100 feet)
character using a Microscopic Sense to perceive
the Microverse (the world of the very tiny). Both A race horse covers 15-19 meters on a flat track
forms of Enhanced Perception allow a character to Flames spread 10 meters from the center of an explosion
perceive into a “dimension” he may (or may not)
A household light bulb (60 Hz) turns on and off 60 times, giving
be able to affect, but whose actions and events he
3
the sensation of constantly being on
can observe thanks to that ability. For example,
depending on how efficient his Speed Perception A human eye sees 24 frames of film at the movies*
is and how observant he happens to be, a character *: The human eye requires 0.25 seconds to receive a single stationary
with Speed Perception could see: image and relay that information to the brain. Faster than that and
Rotating fan blades clearly defined as they spin stationary images blur together into perceived continuous motion. It
takes 24 images or more per second to reliably fool the human eye into
Bullets moving through the air perceiving multiple images as motion. A character moving faster than that,
Balloons visibly change from inflated to i.e., 26m per Segment, appears as a blur, assuming he maintains the same
deflated as they pop velocity within the observer’s entire field of vision.
3
during this time interval would be moving
down significantly (if not completely) faster than the speed of light
Computer systems spend this time within a THE PICO-PERCEPTION ZONE
single software process Within a single pico-second
A digitizer has sampled a human voice 8 times (1/1,000,000,000,000 or one-trillionth (10-12)
of a second), here’s what the Fast POV can still
Electriclights (incandescent and fluorescent) perceive:
gradually flicker brighter and dimmer
The distance that light travels is much shorter
Water waves appear to be frozen (0.3 millimeters)
There is complete silence, since this interval is Super-computers have appeared to stop;
faster than the speed of sound espionage- or military-level code-breaking
THE MICRO-PERCEPTION ZONE computers are still running
Within a single microsecond (1/1,000,000 or This is the limit of reliable recording speed on
one-millionth (10-6) of a second), here’s what the magnetic media — any faster and the resulting
Fast POV can still see and hear: data becomes random
Cars and falling bodies appear to stand still All radio has stopped, and an observer can
Charactersin the normal-speed world are at start to see discrete infrared and visible light
DCV 0 (see above) waves
Both .38 and .44 bullets are barely crawling THE FEMTO-PERCEPTION ZONE
along, appearing to hang in mid-air Within a single femto-second
(1/1,000,000,000,000,000 or one-quadrillionth
Bursting balloons, explosions, and lightning (10-15) of a second), here’s what the Fast POV can
appear frozen in time still perceive:
Typical computers execute several machine All infrared and visible light wave movement
instructions, high speed computers are still has stopped, and characters start to see discrete
chugging along at the process level ultraviolet and X-rays
Long-wave radio has stopped; one to ten AM Espionage- or military-level code-breaking
radio waves move past a specific point computers are executing single machine
Observers can still see, since it’s not near the instructions, requiring specially-manufactured
speed of light (300,000,000 meters per second) “processor-in-memory” chips
yet, although there may be some visual distor-
tions, since light can only travel 300 meters in
this tiny interval
Hero System Advanced Player’s Guide II n Chapter Three 103
How The Speed Zone Works Example: Kinetik (DEX 30, SPD 10) buys Enter
The Speed Zone (1 Turn) for 52 Character Points
Since Extra-Dimensional Movement takes a (plus all the mandatory ancillary abilities). This
Full Phase to use, it takes a character a Full Phase allows him to enter the Millispeed Zone, giving
to enter the Speed Zone (he can decrease the time him a subjective SPD 2. When he activates the
required using the Quick Entrance Advantage power, he gets 1 Turn’s worth of Actions that he
indicated in the Speed Zone Extra-Dimensional can take in the space of a single Phase. This is
Movement Cost Table). his “subjective Turn,” during which the world
appears frozen and only he can move around and
PHYSICAL CORRESPONDENCE take Actions. However, the first Full Phase of his
The Speed Zone and the normal world are subjective Turn is always taken up by the act of
coterminous — that is, their physical spaces corre- entering the Speed Zone.
spond exactly. Moving, say, 6m in the Speed Zone For example, on his Phase in Segment 2,
means moving the precise same 6m in the normal Kinetik decides to enter the Speed Zone and acti-
world. vates his Extra-Dimensional Movement. He now
Similarly, all objects, people, and other gets one subjective Turn’s worth of Actions he
phenomena are coterminous. A person walking can take while no one and nothing else can act.
down the street is walking there in both the His first “Phase,” in “subjective Segment 6,” is lost
normal-speed world and the Speed Zone (the to using Extra-Dimensional Movement, leaving
difference is, in the normal speed world he seems him one more subjective Phase’s worth of Actions.
to be moving at normal walking speed; in the When he’s done with his subjective Turn, he
Speed Zone, from the Fast POV, he seems to be automatically drops back out of the Speed Zone...
standing still at whatever point he was when the right at DEX 30 in objective Segment 2, where he
character entered the Zone). Any actions taken was when he entered the Zone. Other characters
3
in the Speed Zone, like breaking an object, affect who have a Phase in Segment 2 at DEX 29 or
both “dimensions,” it’s just that to characters in lower now get to act — assuming Kinetik’s actions
the Speed Zone (with Fast POV) they seem to be during his subjective Turn haven’t already taken
happening at normal, mundane speeds while to them all out of the fight before they even had a
characters in the normal-speed world (with Slow chance to move!
POV) they seem to happen instantaneously. Later Kinetik earns some Experience Points
SUBJECTIVE VERSUS OBJECTIVE TIME and improves his Enter The Speed Zone so he
can access the Femtospeed Zone. That gives him
The defining feature of the Speed Zone, the a subjective SPD 10 when he’s in the Zone — a
aspect that makes it so powerful and potentially much better situation for him, especially since it
unbalancing in the game, is that while a character’s matches his real-world SPD.
in the Speed Zone, objective time — the normal
flow of time in the game — ceases for him. To him SPEED ZONE ACTIONS AND COMBAT
time seems, subjectively, to continue for a short
period (the period he purchased), when in reality While a character is in the Speed Zone, his
it doesn’t continue at all. SPD depends not his Speed Characteristic but
In game terms, this gives the character a period on the level of the Zone he can access. To put it
of time when he can act but no one else can, and another way, the faster the level of the Speed Zone
thus a number of Actions he can take while no one a character can access, the more Actions he gets
else can act at all. To people in the normal-speed while in the Zone because the faster he seems to
world, it seems as if all these Actions take place be moving compared to the normal-speed world
in the space of the character’s Phase in a single or characters in slower Zone levels. A character
second (1 Segment), but to the character in the in the Millispeed Zone has a subjective SPD 2
Speed Zone, they seem to have taken much longer. during his subjective time in the Zone; one in the
Thus, in effect, Speed Zone Extra-Dimensional Attospeed Zone has subjective SPD 12; characters
Movement “compresses” a large period of time at the levels in between have other amounts of
into a single “Phase” of the character’s, allowing SPD. (Entering the Speed Zone doesn’t constitute
him to act during that period as if it were as long “changing SPD” or require the use of those rules
as he subjectively thinks it is even though only a — but remember that the character’s first Phase in
fraction of a second actually passes objectively. the Zone, regardless of what Segment it occurs in,
Since using Speed Zone Extra-Dimensional is taken up by the act of having entered the Zone.)
Movement takes a Full Phase, and this Phase The subjective Phases of a character in the
applies both objectively and subjectively, the “first Speed Zone are just like ordinary Phases. In a
Phase” a character has when entering the Zone is subjective Phase, a character can perform two
used up by using the power itself. In later Phases Half Phase Actions, or one Full Phase Action,
he can perform any Action he normally could. and as many Zero Phase Actions as he likes; if he
performs an Attack Action, his Phase ends. Other
standard HERO System rules about Actions and
the like apply unless the GM rules otherwise.
106 n Combat And Adventuring Hero System 6th Edition
In campaigns stressing “realism,” such as some Iron Age Cham- At the Nanospeed Level, visible light can only travel 0.3 meters,
pions games, characters in the Speed Zone (at any level) or who and frequencies of light are in this realm. This may make it very
have the Fast POV may have trouble perceiving due to how they difficult to perceive things with sight — characters suffer a -3 or
interact with light, which itself moves at tremendous speeds. greater Sight PER Roll penalty in situations where the GM thinks
(Any character in the Speed Zone is automatically in a silent that would be appropriate.
world, since he’s traveling faster than the speed of sound; he At the Picospeed Level, visible light can only travel 0.3 milli-
can only hear speech and other sounds made by characters who meters, which may effectively plunge the speedster into a
are also in the Zone.) world of darkness. Characters suffer a -3 or greater Sight PER
At the Millispeed Level, lighting fed by alternating current (AC) Roll penalty in situations where the GM thinks that would be
appears to constantly flicker. Incandescent and halogen-based appropriate.
lights appear brighter and dimmer as the lighting filament gets At the Femtospeed Level, all infrared and visible light wave
hotter and cooler. Fluorescent lights strobe at a rate harmful to movement has stopped, and characters start to see discrete
those viewing it for extended periods of time (the human brain ultraviolet rays. Characters suffer a -4 or greater Sight PER
cannot accept strobed input for long without developing head- Roll penalty in situations where the GM thinks that would be
aches, nausea, or pseudo-epileptic symptoms). In game terms, appropriate.
the character suffers a minimum of -1 to Sight PER Rolls, and
may experience a Drain of CON or STUN if he looks at fluorescent At the Attospeed Level, all ultraviolet light wave movement has
lights for 1 Turn or longer. stopped. Characters suffer a -4 or greater Sight PER Roll penalty
in situations where the GM thinks that would be appropriate.
At the Microspeed Level, characters can still see (they’re not yet
Of course, this level of “realism” isn’t appropriate for many
3
moving near the speed of light, which is approximately 186,000
miles or 300,000,000 meters per second). However, they may campaigns. In the interest of fun and dramatic sense, the GM
experience some visual distortions, since light can only travel just lets the speedster go on perceiving as normal.
300 meters in the microspeed interval. In game terms, they
A character in the Speed Zone can take any Gamemasters who want to be more strict about
Actions he could take in the normal-speed world things should require Transdimensional for any
during his subjective Phases. He can move, attack, attack or effect a character wants to use against the
read books, paint a picture, whatever he wants. normal-speed world, perhaps allowing a character
But his ability to act while other people are “frozen to buy a Variable Power Pool solely for buying
in place” gives him a nigh-insurmountable tactical Transdimensional as a naked Advantage for any of
advantage. his other powers.)
With the GM’s permission a character can However, the effects of the attacks a character
Abort to enter the Speed Zone, since doing so makes and the Actions he takes don’t actually
slows or stops attacks against him to the point occur, and are not felt, until he “drops out” of the
where he can protect himself from them. However, Speed Zone and re-enters the normal-speed world
he may only take defensive Actions while in the (usually after he’s taken all his subjective Phases).
Zone after Aborting; if he tries to perform any At that point, to the Slow POV suddenly all the
other types of Actions, he immediately drops out attacks and Actions seem to take place at once in a
of the Zone back into the normal-speed world. split-second.
ATTACKS AGAINST THE NORMAL-SPEED WORLD Example: While in the Speed Zone at the Femto-
A character in the Speed Zone can attack speed level, Kinetik decides to use his first eight
characters and other targets in the normal-speed subjective Phases to attack eight opponents in the
world. By the rules governing the way the “dimen- area. Four he Rapid-Fire Punches, two he uses
sion” of the Speed Zone works, paying for Super- Grab By on to take away their weapons, and two
speed Touch and Superspeed Sight lets a character he uses his Sonic Boom Fingersnap on. One by
see and affect targets in the normal-speed world one he moves to the first four and punches each of
in any way. A speedster can punch someone with them dozens of time in the space of his subjective
his fist, pick up a gun and shoot it at a target, fire a second of action. One by one he moves to the next
Blast, use a Combat or Martial Maneuver, or use a two and takes away their guns. One by one he
speedster power like Dizzying Spin or Let’s Wrap moves to the next two and snaps his fingers next
This Up, all without paying any further Character to their ears, though he’s moving so quickly there’s
Points. (By the strict letter of the rules, a character no sound yet. On his final subjective Phase, he
who wants to do these things should buy Trans- makes a Full Move away from the battlefield so
dimensional for any attack or effect he wants to he has a good view of the fun. Then he drops out
use against the normal-speed world. However, the of the Speed Zone. It’s still DEX 30 in Segment
cost of doing so, on top of the cost of Speed Zone 2. Suddenly, to persons with the Slow POV, the
Extra-Dimensional Movement, would become following simultaneously happen: the first four
prohibitive, so as a shortcut the rules presented targets get bashed around (and perhaps take
here simply require the character to buy Super- Knockback) as if someone had punched them
speed Touch and extend its effects to all attacks. repeatedly; the weapons in the hands of the next
Hero System Advanced Player’s Guide II n Chapter Three 107
two vanish; two mini-sonic booms occur next to Example: Kinetik entered the Speed Zone in his
the other two and Knock them Out; and Kinetik Phase in Segment 2 — in other words, on DEX 30 THE SPEED ZONE
seems to have instantaneously moved from where in Segment 2. He takes his full subjective Turn’s
he was to his current position... and he’s got the worth of Speed Zone actions and then must drop AS “TIME STOP”
two guns with him. out of the Zone, since his Speed Zone Extra- Given the way the Speed
Dimensional Movement won’t let him remain in Zone works, characters
Common and dramatic sense indicate that
his hyperaccelerated state for more than 1 Turn. who have the power
some attacks and Actions are effectively useless
When he drops out, it’s still DEX 30, Segment 2. to manipulate time
when performed by a character in the Speed Zone.
Any other normal-speed world characters with can use it as a form of
For example, trying to Presence Attack persons in
DEX 30 who go after him get to act, then the “Time Stop” instead of
the normal-speed world is a waste of time, because
GM continues counting down the DEX order to hypervelocity. (Of course,
to them the character’s actions and words occur so
29, 28, and so forth until the Segment ends. Of in some campaigns they
quickly they can’t perceive them (and thus he can’t
course, this assumes Kinetik’s activities in the can simply buy the new
be affected by them). The GM has the final say on
Speed Zone haven’t already ended the combat.... optional Power Time
what a character in the Speed Zone can do, and
what the effects of his actions are on the normal- Stop instead; see page
OTHER SPEED ZONE EFFECTS 38.) The special effect
speed world.
When a character enters the Speed Zone, of their form of Speed
Targets in the normal-speed world are at
in effect time stops. All activity throughout the Zone Extra-Dimensional
DCV 0 and DMCV 0 against attacks made by a
normal-speed world (i.e., “Reality”) ceases as far Movement is “Time
character in the Speed Zone — they’re effectively
as the character is concerned. Only activity in Stop Extra-Dimensional
“frozen in place” and helpless against him. They
the Speed Zone itself, as discussed on page 102 Movement, “ in which
have no capacity to make attacks against him or
under The Fast Point Of View, continues: activity they freeze time and do
do anything else that might effect him, even if they
on levels “above” the one the character occupies whatever they want
have abilities that give them the Fast POV so they
occurs, but slowly to the character’s point of
3
can perceive what he’s doing. Only other charac- for the defined
view; activity on the character’s level seems to period, then let
ters who can enter the Speed Zone themselves can
be moving at ordinary speeds to his perspective time resume
oppose him.
(i.e., those events take place as if occurring over a flowing forward
COMBAT IN THE SPEED ZONE subjective second of time); and activity on levels once more.
If there’s another character in the combat who “below” the one he occupies seems to be moving
has an objective Phase that Segment and can enter correspondingly quickly.
the Speed Zone, things might go a little differently. Thus, while a character’s in the Speed Zone,
When a character enters the Speed Zone, the GM all normal-speed world activity seems to slow
must ask any such characters if they, too wish to down or cease. For people in the normal-speed
enter the Speed Zone. If they do, they can enter world many physical laws seem to be tempo-
the Speed Zone at the same moment as the char- rarily suspended. Most people are “frozen in
acter even if their Phases have not yet occurred in place,” between ticks of the clock. If someone was
the Segment. falling when a character activated his Speed Zone
At that point two or more characters are in Extra-Dimensional Movement, to the character’s
the Speed Zone and the GM begins tracking the perception that person remains suspended in
Zone’s subjective time as usual. (Of course, as mid-air (or, at worst, falling much more slowly)
usual when a character’s first subjective Phase in until the character leaves the Zone. If someone’s
the Zone occurs, he “loses” it to having used Enter about to be hit by a car, everything is “suspended”
The Speed Zone.) The characters in the Zone get in mid-collision. (Of course, being in the Speed
their usual subjective Phases, and may choose to Zone gives the character a chance to prevent
attack other Speed Zone targets instead of normal- these tragedies from occuring — he can move the
speed world targets. If so, the standard rules about person out of the way of the car, and gently lower
who acts first in a Phase and the like apply. Char- the falling person to the ground, so that they don’t
acters in the Speed Zone have their normal CVs get hurt. This is, in fact, the main heroic use of the
and MCVs against each other, use their normal Speed Zone in many adventures.) Similarly, most
DEXs to determine who acts first in a Phase, may effects that would ordinarly harm the character
use any ability against each other as if they were in now cannot. For example, he may be able to walk
the normal-speed world, and so forth. Characters through a fire or on the surface of a star and feel
at faster levels of the Zone have higher subjective nothing; the energy is moving so slowly (or is even
Speed Zone SPDs, giving them more subjective “frozen”) that it lacks the ability to harm him (or
Phases to act in. inflicts much less harm, as judged by the GM). On
the other hand, if the character touches a sharp
LEAVING THE SPEED ZONE
object, like a blade, he can still cut himself; being
When a character chooses to leave the Speed
in the Speed Zone doesn’t remove the object’s
Zone — he “drops out,” in speedster parlance,
sharpness or its capacity to harm someone who
since he’s “dropping down” from Speed Zone
touches it. The GM should adjudicate other situa-
speeds to normal-speed world speeds — he
tions as he sees fit.
returns to the same objective Phase he was in at
During the period a character spends in the
the same objectve point in the DEX order at which
Speed Zone, no one and nothing in Reality ages,
he entered the Speed Zone. He cannot choose
decays, or otherwise suffers any effects from
a later point in the Phase, or wait until a later
the passage of time... because time isn’t passing.
Segment.
108 n Combat And Adventuring Hero System 6th Edition
Even the character himself doesn’t age because the Mind Zone, he does so at a point corre-
his perception and use of the “extra time” is only sponding to his location in the physical world.
subjective. However, many speedsters have Limita- But after that, a character can move enormous
tions or Complications that make them age faster distances in the Mind Zone while his physical
than normal because their powers “burn them up” body remains in place. In fact, his physical
more quickly, and one possible explanation for body must remain in place; while he’s in the
that might be all the time the character spends in Mind Zone a character only moves, acts, reacts,
the Speed Zone. and fights against other mentalists who are
also in the Mind Zone. He can’t affect (or even
perceive) the physical world at all — but it can’t
OTHER “ZONES” affect or perceive him either, since his time in
the Mind Zone occurs “at the speed of thought”
If you think of the Speed Zone concept as at which physical actions or events of any kind
“entering another “type” of reality where events are impossible.
don’t move at the same pace as “normal reality,”
you can extend the concept to cover other types
of activity than just “moving really fast.” Some The Mystic (Or Astral) Zone
examples are described below.
In some Fantasy stories, wizards and other
But just because the rules for the various Zones
spellcasters can project their “astral selves” out
are largely the same doesn’t mean the Zones
of their bodies to battle some types of magical
themselves are. A character in one type of Zone
creatures (or each other), visit other dimensions,
is no more able to affect a character in the Speed
or escape a restrained physical form. You can
Zone (for example) than any other character, or
conceive of this as entering the Mystic Zone (or
vice-versa.
perhaps “Astral Zone”).
In many comics, movies, and novels, charac- depending on how magic works in the setting,
ters with mental powers often engage in psychic characters in the Mystic Zone may be able to
combat or psionic duels in the blink of an eye, affect the normal world in some ways (much
without normal people having any idea what like characters in the Speed Zone). Typi-
they’re doing or any ability to get involved in cally this only applies to the use of spells (and
any way. You can simulate this by having mental possibly only some types of spells); they cannot
combats take place in the Mind Zone. physically touch or interact with non-astral
Also known as the “Psychic Zone,” the Mind beings or phenomena.
Zone is a “layer” of reality where only mental similarly,characters in the Mystic Zone may
abilities function. Characters with psionic powers be able to perceive the normal world without
(typically the standard HERO System Mental any difficulty (even if they can’t affect it). This
Powers, but at the GM’s option also powers that also depends largely on how the GM designs
simulate Mental Powers through the use of ACV, his magic system and the “multiverse” of his
AVAD, and other Power Modifiers) can “project” campaign setting.
their “mental selves” into the Mind Zone to do
battle while the physical world remains “frozen,”
and perhaps even unperceived, around them.
In the Mind Zone, the differing “levels” (and
thus SPDs characters have in the Zone) represent
increasing levels of psionic ability and skill, rather
than moving faster. Other conceptual and rules
changes necessary to use the Speed Zone as the
Mind Zone include:
unlike characters in the Speed Zone, charac-
ters in the Mind Zone typically cannot affect
(or even perceive) beings or objects in normal
reality in any way — they can only battle (or
otherwise interact with) other Mind Zone
projections, beings, or phenomena. (However,
the GM might choose to allow a character in
the Mind Zone to affect the normal world in
some ways or situations, or may permit this for
abilities bought with the properly-defined form
of Transdimensional.)
The Mind Zone and the normal world are not
coterminous — their physical spaces don’t
correspond. When a character first enters
H C H A PTE R F O U R
ENVIRONMENT
AND EQUIPMENT
110 n Environment And Equipment Hero System 6th Edition
THE
ENV IRONMENT
H
ere are some new, expanded, and/or
optional rules for the environment. ENVIRONMENTAL EFFECTS
Here are some environmental effects to
consider in addition to the ones on 6E2 142-46.
4
a fall can subtract its meters of movement from DISEASES IN GAME TERMS
the falling velocity per Phase to slow the falling In HERO System terms, diseases are usually
person down (and hopefully stop them before represented as Drains. Typically they affect CON
they hit the ground). (for illnesses that sicken and weaken but are
unlikely to kill the victim) or BODY (for diseases
Example: AngelMan’s artificial wings have been
that are often fatal). Drains of END and STUN
torn off and he’s falling to his death. He’s reached
are also common to represent how being very sick
terminal velocity of 60m per Segment. Gravity-
tends to fatigue the victim and stress his system.
master has Flight 10m, Usable As Attack, and
Some diseases may affect other Characteristics
wants to try to save AngelMan (he could try to
(such as palsy reducing DEX, muscle cramps
use his Telekinesis instead, but that could result
reducing STR, or various diseases reducing
in AngelMan getting hurt, as discussed on 6E2
Striking Appearance due to sores, lesions, and
140-41). The first Phase he uses the power, he
the like). Virulent diseases may affect multiple
reduces AngelMan’s velocity to (60 - 10 =) 50m
Characteristics at once via Expanded Effect. The
per Segment. The next Phase he reduces him to
following Power Modifiers are often applied:
40m per Segment, and so on, until AngelMan is
hovering in midair or hits the ground. Delayed Return Rate (typically 5 Character
Points per Week, representing how long it takes
a victim to regain full health... if he survives at
all)
Damage Over Time (most diseases progress
over time, beginning at a low “level” of effect
and becoming worse over hours or days; DoT
represents this perfectly; it should usually
include the “defense only applies once” and
“can only be used once on victim until all
increments accrue” modifiers)
NND (the defense being an appropriate Life
Support: Immunity; in the case of diseases
transmitted by air being inside a sealed envi-
ronment [LS: Self-Contained Breathing] may
also be a defense. Without this Advantage,
ordinary Power Defense would protect against
diseases, which generally isn’t “realistic” at all.)
Extra Time (the “onset time” between expo-
sure and when the disease begins to affect
Hero System Advanced Player’s Guide II n Chapter Four 111
4
effectively neutralizes the disease. However, this
the first place. may not be a cost-effective method compared to
Generally speaking there are three ways to Healing or Transform, and like Healing it has to be
represent “curing disease” in HERO System terms. applied multiple times to overcome the Damage
HEALING Over Time accumulation. Thus, Aid probably isn’t
The most obvious way to cure disease is to a good choice for most games, though it may be
use Healing. To create a broad-spectrum curative appropriate for lower-powered campaigns or some
power, the Healing needs some level of the Vari- specific types of curative abilities.
able Effect Advantage so it can apply to more than CURING SPECIFIC DISEASES
one Characteristic. That way it can, for example, With any of the methods described above,
cure the CON, END, and BODY loss from inhala- there’s no need to specify the type of disease a
tion anthrax. Depending on the value of the power can cure. Healing, Transform, and Aid just
Advantage, a character may have to use Healing “correct” the effects of certain Drains, as indicated
several times to counteract all of a disease’s effects, by the power’s description (for example: Healing
or just one use may suffice. 3d6, any disease-reduced Characteristic at once;
Healing suffers from one drawback when it Major Transform 4d6 [person with a disease
comes to curing disease: it can only replace Char- to person without that disease]). If a character
acteristic points that have already been lost. Most wanted to have a power that could only cure a
diseases work slowly, using Damage Over Time specific disease, or a specific category of diseases
to simulate the slow acquisition of a lot of Drain. (such as one of the ones listed on the Life Support
A Healing can replace any Characteristic points Table), he can represent that by applying an appro-
lost to the disease up until the point at which it’s priate Limitation to the power.
applied, but it doesn’t stop the rest of the damage
from accumulating or otherwise “counteract”
the ongoing disease. To cure a disease fully with
Healing, a character has to apply it to the sick
person several times over the course of the illness.
If the GM doesn’t like this approach, he can
change things so Healing can counteract a disease
fully. He simply rolls the full effect of the disease
in advance so that he knows its “maximum
damage.” A character with Healing can then apply
Healing up to that full total, and when he equals
or exceeds that total the disease ceases to have any
effect.
112 n Environment And Equipment Hero System 6th Edition
Sleep And Sleep Deprivation to be actual sleep, not just “rest and relaxation.” In
short, a character can make up for missing some
Characters who don’t have some amount sleep by getting a lot of sleep later on.
of Life Support: Diminished Sleep require a
POOR-QUALITY SLEEP
minimum of six hours of sleep per day (24 hour
period) to function effectively. They can get that Sometimes characters can get six hours’ sleep
sleep all at once (which is best) or over several per night... but it’s not good sleep. Maybe they
smaller periods, but it has to add up to six hours. have to sleep in armor, or on rough ground, or in
For every hour less than six hours of sleep a a situation where they’re frequently awoken for
character gets, reduce his Long-Term Endurance a second or two. To represent this, the GM can
by 1. Thus, as discussed on 6E2 132, his regular reduce the number of hours of sleep the character
END will be restricted as well. As a character gets to reflect how much “good sleep” he got in the
becomes more and more tired from sleep depriva- time period. For example, the GM might reduce
tion, he becomes fatigued more and more easily, eight hours of poor sleep to just four hours’ good
hampering his ability to function effectively. sleep.
But characters who suffer from sleep depriva- PERCEPTION WHILE ASLEEP
tion don’t just become tired; lack of sleep affects As noted on 6E1 114 under the discussion of
various other physiological functions. These the Lightsleep Talent, a character is at a minimum
include: -6 penalty to all PER Rolls when asleep (assuming
diminishment of a character’s mental the GM allows him to make a PER Roll at all).
processes, causing confusion, memory loss, A character with Lightsleep doesn’t suffer this
and impaired reasoning and perception. For penalty; he can perceive things that might awaken
every full -4 LTE a character loses due to lack him much more easily.
of sleep he suffers a -1 on all INT Rolls, Intel- COMBAT
lect Skill rolls, and PER Rolls.
A sleeping character is at DCV 0, DMCV 0
irritability.
At the GM’s option, a character and cannot fight. The penalty for targeting specific
suffering from significant sleep deprivation (-6 Hit Locations against him is halved. All hits do 2x
4
nary attacks. For example, you can consider each
isn’t made up just of stone; there’s earth, metal,
19 BODY damage done to a mountain or planet
and molten stuff in there. But to keep these rules
(after it applies its defenses, typically equal to the
from getting too complicated it’s assumed that
PD/ED for rock) to have destroyed one cubic
Earth’s entirely made of stone and that this aver-
meter’s worth of that object. Naturally, this is likely
ages out the “softer” and “denser” parts. Gamers
to take a very long time for most large objects.
interested in more precise figures are welcome to
run some calculations on their own.) 2. To destroy a large object more quickly, charac-
The simplest way to address the issue of ters must apply Area Of Effect and MegaScale so
damaging large objects is to assume that every that an attack affects a greater portion of a large
cubic meter of a large object has its full BODY object at once. Typically this is done with Area Of
and has to be reduced to 0 BODY to destroy it. Effect (1m Radius; +¼) and MegaScale bought
That means Earth has 2.6 x 1021 BODY, requiring to match the size of the object (thus, affecting an
approximately 7.4 x 1020 dice of Killing Damage entire mountain would require MegaScale at about
to destroy in a single attack (assuming an average the +1¼ level, whereas affecting an entire planet
of 3.5 points of BODY damage per die). While requires +2 MegaScale).
“realistic,” that’s untenable for most HERO System
3. The GM may also consider extremely large
games, which after all are supposed to simulate
objects to be Hardened and/or Impenetrable
“dramatic reality.” If the Death Star can blow up
by default to represent their size and general
Alderaan, then characters in HERO System games
durability.
With these rules in mind, here’s how you’d
build an attack capable of instantly destroying
Earth: RKA 10d6 (standard effect: 30 BODY),
Area Of Effect (1m Radius; +¼), MegaScale
(affects entire Earth; +2). Total cost: 487 points.
114 n Environment And Equipment Hero System 6th Edition
EQUIPMENT
H
ere are some new, expanded, and/ only allows him to use Senses he already has at
COMBAT SKILL or optional rules for various types of “Range,” a Base’s or Vehicle’s Clairsentience doesn’t
equipment. technically provide a Computer with any Senses
LEVELS FOR at all. However, in the interest of common sense,
dramatic sense, and uncluttered character sheets,
EQUIPMENT a GM could certainly rule that being hooked into
Combat Skill Levels for Automatons Clairsentience-based sensors alone would grant
equipment raise some Many Automatons are defined as being robots a Computer the “default” Senses for any Sense
interesting issues. As or other machines. However, that does not auto- Group the Clairsentience applies to (such as
discussed in HSV, if matically make them susceptible to Mental Powers Normal Sight when the Clairsentience applies to
a Vehicle buys CSLs, that affect the Machine class of minds, since the Sight Group).
those CSLs are used Automatons are immune to Mental Powers. But
by whoever’s as shown in many published character sheets for Weapons
4 operating the
Vehicle (be it
a PC, and NPC,
robots and the like, it’s not at all uncommon for
robots to have a Physical Complication indicating
that they can be affected by Machine-class Mental
Some weapons provide bonuses to Maneuvers
other than Strike — for example, the sai provides
or a Computer). Powers. (The same applies to undead creatures, +2 OCV to Block, Bind, and Disarm attempts
As discussed in The who have a Physical Complication allowing (see HSMA 259, 268; HSEG 14, 24). If a character
Ultimate Base, that rule Necromancy spells built with Mental Powers wields two such weapons, one in each hand, typi-
also applies to Bases. to affect them, and you can extend this same cally he does not gain this bonus twice (no more
In both cases this is reasoning to other types of Automata as desired.) than a character wielding two weapons that both
because Vehicles and Typically this is an Infrequently, Slightly Impairing provide +1 OCV gets to add +2 OCV to all of
Bases, even though they Physical Complication worth 10 points, and the his attacks). However, the GM can make excep-
have separate character GM defines how much “EGO” the Automaton tions when he feels that’s appropriate (as it might
sheets, are essentially receives (published examples range from 5 for be in the case of Block, since that’s a defensive
objects. They can’t really a common domestic robot, to 10-13 for typical Maneuver rather than an attack, and the rules
do anything on their skeletons and zombies, to 25 for combat-oriented tend to be more forgiving when characters protect
own; they have to have robots). The Frequency of the Physical Complica- themselves from harm).
some sort of operator. tion may change based on how common Mental
Powers that can affect a specific Automaton are in
However, a Computer
is a beast of a different the campaign. Armor And Shields
color. It’s self-willed (to a It’s possible for Automatons to buy Mental Generally speaking, characters shouldn’t take
greater or lesser extent), Powers (though rare). However, since they the Mass Limitation (6E2 211) on Foci other than
and thus able to attack automatically start with 0 EGO, 0 OMCV, and 0 armor — if it were intended for general use it
in combat (though of DMCV, they may not be very effective in mental would be in the Limitations section of 6E1, not
course it requires the combat. on 6E2 211 in a very specific part of the rules.
proper programming to See page 36 regarding Automatons with Takes However, each GM can make that call for himself;
actually do so). There- No STUN using defensive equipment. in some Heroic games where Encumbrance is a
fore, any CSLs (or other major factor it may be an intriguing option for
Skill Levels) a Computer
buys are usable only by
Computers Foci other than armor. (See also the Expanded
Focus Rules, below, for information on deter-
it. If a Computer wants As noted on 6E2 183, Computers have no mining the mass of gadgets.)
to be able to provide innate Senses — they have to buy normal Senses Whether worn armor, either normal or
those CSLs to someone at the standard cost or be “hooked into” Senses magical, protects the wearer against falling
else, they would have provided by a Base or Vehicle. Bases and Vehicles damage is generally up to the GM. Some GMs
to be bought with some often buy Clairsentience as a Sense (often their prefer to stress “realism” to some extent in their
form of UOO. only Sense), thus allowing characters in them campaigns, and those GMs often rule that armor
to see over long distances or observe multiple provides little or no protection against falling
locations at once. Since Clairsentience doesn’t damage. In fact, the Real Armor (-¼) rules on 6E2
ordinarily grant a character Senses he lacks, but 210 notes that this may be the case for armors
Hero System Advanced Player’s Guide II n Chapter Four 115
built with that Limitation. Other GMs find it HERO SYSTEM CHANGES
easier just to let armor protect against every If you’re using the expanded Focus rules,
type of Physical or Energy damage. The situa- you should not use the following rules, Power
tion becomes more complicated in campaigns Modifiers, and other aspects of the HERO System:
featuring magical armor, which often isn’t built Mobility of Foci (6E1 378); Durability of Foci
with Real Armor (-¼) and may have other protec- (6E1 378-79); the “Real” Limitations (6E2 200-01,
tive abilities (like Damage Negation or Damage 210-12); the Mass Limitation for armor (6E2
Reduction). Here the GM’s judgment is even more 211-12). Other Focus rules (such as for Expend-
important, since the GM defines how magic (and able Foci) are still used.
thus enchanted items) function in his campaign.
THE DEFAULT FOCUS
Under the expanded Focus rules, the default
EXPANDED FOCUS RULES starting gadget has the following characteristics:
The standard rules for building Foci (6E1 it has PD 2, ED 2 (both Resistant)
376-80) work well for nearly all campaigns and it has 2 BODY
characters. However, some games use gadgetry so
frequently that a more detailed system for defining ithas a Concealment modifier of +5 (making it
how Foci function in game terms is desire- roughly equal in size to a rifle or shotgun)
able. This section of APG2 expands the rules for
it has a mass of 2 kg (4.4 pounds)
building Foci, making it possible for characters to
precisely define every important aspect of their it’s Universal (usable by anyone)
weapons and devices.
it’s not “real” (see below)
In the expanded Focus rules, characters begin
by choosing the Obviousness and Accessibility of A character spends Focus Building Points to
their Foci as normal (thus creating an OAF, OIF, vary these characteristics in ways that benefit or
IAF, or IIF). That sets the base value of the Limita- hinder him. Initially every Focus has 0 FBPs spent
tion and defines the most important aspects of on it (or saved by making it worse).
the Focus. Then characters spend Focus Building
Points (FBPs) to define the secondary attributes
of a Focus: its defenses, BODY, size, mass, and so Focus Defense 4
on. Qualities perceived as beneficial (like being The default Focus has 2 PD and 2 ED (both
smaller, lighter weight, or tougher) cost FBPs, Resistant). However, there’s one exception: a
while qualities perceived as negative save him Focus that provides points of defense to a char-
FBPs (or more accurately, “cost” negative FBPs). acter (such as ordinary PD and ED, or Resistant
When a character’s done creating his Focus, he Protection PD and ED) has that many points of
looks at the total amount of FBPs he’s spent. If PD and ED itself.
that total is positive, he may have to reduce the Each +2 points of defense, or fraction thereof
Limitation value of Focus for the gadget (perhaps (either +2 PD, +2 ED, or +1 PD/+1 ED) costs 1
even converting it to an Advantage); if the total FBP.
is negative, he may get to increase the Limitation Each -2 points of defense, or fraction thereof
value of Focus. (either -2 PD, -2 ED, or -1 PD/-1 ED) “costs” -1
Characters don’t start with any predetermined FBP (i.e., it “saves” 1 FBP). A Focus’s PD and ED
“amount” of Focus Building Points, and there cannot be reduced below 0 each.
are no restrictions on the amount of FBPs they Typically a Focus should have PD and ED
can spend (unless the GM sets one for some based on the materials it’s primarily made of (such
reason). The only question, in the end, is whether as metal for a sword or gun, or wood for a club or
a character’s willing and able to pay Character staff). Consult the Breaking Things rules on 6E2
Points (based on reducing the value of the Focus 170-73. There you’ll find guidelines for how much
Limitation or changing it to an Advantage) for all PD and ED typical substances and objects tend to
the improvements he’s made to his Focus. If he have. However, they’re just that — guidelines. Not
is, everything’s fine; if not, he needs to scale back every Focus needs to be as “realistic” as that, espe-
on the FBPs to avoid the impact on his Character cially in campaigns featuring magic, superpowers,
Points. or other fantastic phenomena. Many gadgets aren’t
These rules only apply to Focus, not to other that sturdy (often because some of their parts or
Limitations (such as OIAID or Physical Manifes- components are particularly fragile), and some
tation). If the GM wants to adapt these rules to have been “toughened” to withstand more punish-
other Limitations or aspects of the HERO System, ment than usual.
he can do so, but must determine and address the
implications for himself.
116 n Environment And Equipment Hero System 6th Edition
However, even a single BODY both equal to or greater than its Active
The default Focus has 2 BODY.
point of damage that Points divided by 2 (excluding any Active
Each +1 BODY costs 1 FBP.
gets past those defenses Points added if the FBP rules convert Focus
Reducing a Focus to 1 BODY “costs” -1 FBP
results in the loss of into an Advantage)
(i.e., it “saves” 1 FBP). Characters cannot reduce a
a power (and many Focus’s BODY to 0; the lowest a Focus’s BODY can The GM can establish a minimum (or
Foci only have a single go is 1. maximum) amount of PD, ED, and BODY that
power, so that 1 point Typically a Focus should have BODY based must be bought to make a Focus Unbreakable,
of damage ruins them). on the materials it’s primarily made of (such as regardless of the rule above.
That being the case, metal for a sword or gun, or wood for a club or These rules mean it’s likely that having an
high defenses create an staff). Consult the Breaking Things rules on 6E2 Unbreakable Focus will end up costing a PC
appropriate game 170-73. There you’ll find guidelines for how much Character Points by making Focus worth less of a
4
balance. BODY typical substances and objects tend to have. Limitation (or even converting it into an Advan-
However, they’re just that — guidelines. Not every tage). This is in contrast to the standard rules,
On the other
Focus needs to be as “realistic” as that, especially which charge nothing for Unbreakable because
hand, the
in campaigns featuring magic, superpowers, or making a Focus Unbreakable rarely has any
advanced Focus
other fantastic phenomena. Many gadgets aren’t significant effect on game play or balance. If the
system uses a different
that sturdy (often because some of their parts GM prefers this approach, he can allow characters
rule: the standard rules
or components are particularly fragile), and to simply declare that a Focus is Unbreakable,
for breaking objects.
some have been “toughened” to withstand more regardless of what PD, ED, and BODY it has, for
Therefore 1 BODY
punishment than usual. Even if a gadget has a lot 0 FBPs. However, the GM shouldn’t permit this if
damage may or may not
of defense, it could have a low amount of BODY characters try to use it as a cheap and easy way of
affect whether a gadget
to reflect the fragility of its internal components. avoiding paying for the appropriate defenses and
continues to work, and
Conversely, a Focus could be easy to damage (low BODY for a Focus. A character who wants a Focus
some gadgets may with-
defenses) but so massive or sturdy that it has a lot made of metal has to pay to properly define its PD,
stand multiple attacks
of BODY. ED, and BODY at an appropriate level for a metal
before breaking even
When a character damages a Focus built using object whether his Focus is Unbreakable or not.
if they have relatively
low defenses. Therefore the expanded Focus rules, the GM should use the
broken machinery rules and Device Malfunc-
BODY, PD, and ED have
tion Table (6E2 172-73) to determine the results Focus Size
an FBP cost (and thus
may increase a Focus’s (ignore the standard Focus rule of “loses one The size of a Focus (or any other object) in the
Character Point cost to a power for each attack that does any amount of HERO System is defined primarily by two factors:
character) because they BODY damage”). For complex Foci that have how easily a character can hide it using Conceal-
tend to keep a gadget multiple functions (powers/abilities), or whose ment (or find it with a PER Roll once hidden); and
in good working order ability(ies) are easily subdivided into levels of how its size modifies the OCV of someone trying
longer. effect or categories, the GM can come up with to hit it with an attack.
more precise rules if he so desires. For example, The default Focus has a Concealment modifier
suppose a magic wand is defined as a Multipower of +5. This makes it roughly equal in size to a rifle,
with six slots. The GM rules that for each one- shotgun, average crossbow, large sword, or small
sixth of its BODY it takes in damage, it loses one assault rifle. It can be considered to fit into the
slot (determined randomly by rolling 1d6). “Small” Target Size category, meaning attackers
UNBREAKABLE FOCI suffer a -2 OCV penalty when trying to hit it with
an attack. The accompanying table indicates the
As noted on 6E1 379, some Foci are Unbreak- cost for changing a Focus’s size.
able — they cannot be broken by any force Size and mass are usually “linked” to some
(except one way a character has to define). This degree — the larger a Focus the heavier it tends to
is totally inappropriate for any Focus that’s in be, and vice-versa. As a guideline, for every step
any way “realistic,” but makes sense for some down the Focus Size Table below +0 (i.e., for every
types of high-powered campaigns (such as many roughly halving of size), a Focus’s mass should
Superheroes and Fantasy games). For example, it’s
Hero System Advanced Player’s Guide II n Chapter Four 117
4
ment “costs” -3 FBPs (i.e., it “saves” 3 FBPs).
earring, shuriken
Focus Mass See 6E2 176 for more examples of objects by size.
Typically a Short weapon has a Concealment modifier of +1 to +3; a
The default Focus has a mass of 2 kg (4.4 Medium one +4 to +6; a Long one +6 to +7, and an Extra Long one +8 or
pounds). These rules assume that the less a Focus more. See 6E2 201-02 for more information on weapon lengths.
weighs, the better it is for the character buying/ The listed examples provide a guideline for reference purposes, but unless
using it — it encumbers him less, can be Thrown the GM rules otherwise, a character can define the size rating of his gadget
further, and so forth. — in game terms, its Concealment/PER modifier and the OCV penalty to hit
Up to halving a Focus’s mass (to 1 kg) costs 3 it — as whatever he wants. If a character wants an assault rifle he can easily
FBPs; each additional up to halving (to .5 kg, .25 conceal in his hat, he can have one, provided the GM doesn’t object. “Realisti-
kg, and so on) costs an additional +3 FBPs. cally” most Foci should fall pretty close to the examples in the table, but not
Up to doubling a Focus’s mass (to 4 kg) “costs” every game is realistic.
-2 FBPs (i.e., it “saves” 2 FBPs). Each additional up
to doubling (to 8 kg, 16 kg, and so on) “costs” an
additional -2 FBPs.
As noted above, a Focus’s mass often increases/
decreases as it becomes larger/smaller, but this
isn’t required. For example, one property of
many enchanted items in Fantasy campaigns is
that they’re not nearly as heavy or cumbersome
as regular items — even if it provides no more
protection than ordinary plate armor, a suit of
plate armor that weighs the same as ordinary
clothing allows the wearer to be much more
maneuverable, and tires him out more slowly.
The accompanying table provides some example
masses for common Foci and similar objects. The
weapons tables in HSEG and FH, the price list on
FH 174-80, and the Strength Tables on 6E1 43,
APG 8-9, and FH 109 provide dozens of examples
of the mass of specific items.
118 n Environment And Equipment Hero System 6th Edition
ENCUMBRANCE
FOCUS MASS TABLE The mass of a Focus built using the expanded
Focus rules has to be taken into account when
Cost Mass Examples
determining how Encumbered a character is
-5 32.1 to 64 kg Full plate armor, heavy machine gun (see 6E2 46). It won’t affect a character much to
-4 16.1 to 32 kg Chainmail, plate armor suit wear items of clothing that are built as Foci, but
if he starts to carry a lot of weapons or armor the
-3 8.1 to 16 kg Scale mail armor, average machine gun
weight can quickly add up!
-2 4.1 to 8 kg Hide armor, heavy leather or cuir-bouilli armor,
medium or large shield, heavy crossbow, heavy rifle,
light machine gun, bowling ball Focus Applicability
-1 2.1 to 4 kg Soft leather armor, greatsword, submachine gun, light As discussed on 6E1 380, a Focus must be
rifle, shotgun defined as either Personal (usable only by the
0 1.1 to 2 kg Battle axe, longsword, short sword, medium spear, character who builds/purchases it) or Universal
mace, light crossbow, heavy pistol (usable by anyone). Most Foci, including mundane
weapons, armor, and equipment, are Universal.
1 0.6 to 1 kg Dagger, rapier, staff, light pistol, heavy robes, most Personal Foci tend to be relatively rare — things
bows like enchanted items only the subject of prophecy
2 0.26 to 0.5 kg Knife, grenade, shuriken, human heart, metal bracers, can use, guns with high-tech fingerprint-reading
heavy article of clothing systems in the grip, and so on.
3 0.126 to 0.25 Baseball, average article of clothing, boots Under the standard rules, choosing Personal
kg or Universal doesn’t affect the value of the Focus
Limitation — the benefits of being the only char-
4 0.065 to Leather bracers, light article of clothing acter who can use a Focus are considered roughly
0.125 kg equivalent to the potential benefit of letting a
5 0.033 to Golf ball, arrows (sheaf of 10) friend or ally use a Focus. However, the expanded
0.064 kg Focus rules allow for more precise determination
4
10 INT costs 1 FBP. BODY (3 FBPs) and 4 PD, 4 ED (2 FBPs). It’s
All self-controlled Foci must have, at a about the size of a cigar, so Ultratech decides
minimum, DEX, INT, OCV, and SPD. They it has just a +1 Concealment modifier and a
can have other Characteristics (such as STR) -10 OCV Target Size modifier (4 FBPs), and it
if the GM permits. (For example, a gadget that weighs 0.032 kg (6 FBPs). He also buys it the
needs to lift or carry things could have STR; or following abilities: DEX 15 (3 FBPs), INT 20
the GM might allow a character to give a Focus (2 FBPs), OCV 6 (3 FBPs), SPD 6 (6 FBPs),
END and REC to represent its fuel or power and Flight 40m (4 FBPs). That’s a total of
source.) Instead of DCV they have a Target Size 33 FBPs, which converts his OAF into a +½
modifier based on the Focus size purchased for Advantage.
them. They also have the PD, ED, and BODY That means his mini-missile has 79 Active
purchased for them according to the rules in Points and a final cost of 16 points, consider-
this section. ably more than it would have had under the
Self-controlled Foci are assumed to have standard Focus rules (which would have made
EGO 0 for purposes of being subjected to it a 56 Active Point gadget with a Real Cost of
Mental Attacks that affect the Machine class of 9 points). However, unlike a regular mini-
minds (unless the character pays to increase missile, this one can move, seek out targets, and
the Focus’s EGO). They cannot make Presence attack on its own, possibly many Phases after
attacks or engage in Social Combat, and are Ultratech fires it.
120 n Environment And Equipment Hero System 6th Edition
“Realness” Of A Focus
By default, Foci built using these rules aren’t
“real.” They require little or no maintenance, and
real-world considerations (like the substance a
target’s built out of) generally don’t affect their
performance. In game terms, they don’t have
Limitations like Real Weapon (see 6E2 200-01) or
Real Armor (see 6E2 210-12).
Making a Focus “real” — subject to the restric-
tions of Real Weapon, Real Armor, or some
equivalent sort of Limitation — “costs” -5 FBPs
(i.e., it “saves” 5 FBPs).
INDEX
122 n Index Hero System 6th Edition
Abbreviations Killing Attack (Power)
INDE X
Abbreviations: 4 Breakfall (Skill): 11 Copier (Limitation for Object Endurance: 68
Ablative (Limitation): 21, 49 Cerebral Fencing (style of Mind- Creation): 33 Englobing targets with Barrier: 23
Aborting an Action: 56 To-Mind Combat): 78 Costs Endurance (Limitation): 22, Enhanced Senses (Power): 26,
Absorption (Power): 22 Change Environment (Power): 25-26, 28, 36, 42 28
Accidental Change (Complica- 24, 44 Countreracts Indirect (Advan- Enraged/Berserk (Complication):
tion): 52 Characteristic Maxima: 6 tage): 23 51
Adding Damage: 63-65 Characteristics: 6 Cumulative (Advantage): 21, 30, Entangle (Power): 18, 26, 44
44 Entering Combat: 56
Adjustment Powers: 18 Characteristics (Power): 24
Curing disease: 111 Entering Mental Combat: 69
Advanced Mental Maneuvers: Charges (Limitation): 34, 49
74, 77 Damage: 63 Environment: 110-15
Choke (Combat Maneuver): 62
Advantages Damage Negation (Power): 25 Equipment: 114-22
Clairsentience (Power): 24, 28
Generally: 43-49 Damage Over Time (Advantage): Expanded Focus Rules: 115
Classes of beings, Barriers
44
On Characteristics: 6 versus: 22 Focus (Limitation): 115
Danger Sense (Talent): 16
Affects Desolidified (Advantage): Clever Repartee (Social Combat Extra Time (Limitation): 27
30 Talent): 94 Darkness (Power): 25, 44
Extradimensional Space (Power):
Aid (Power): 22, 44 Clinging (Power): 24 Decreased Re-Use Duration 27
(Advantage for Probability
Allocatable (Advantage): 21 Combat: 61 Falling: 110
Alteration): 35
Alternate Combat Value (Advan- Combat and Adventuring: 56-108 Fighting: 56
Defense Maneuver (Skill): 11
tage): 43 Combat done as Skills: 56 Fighting Skills: 57
Defense of a Focus: 115
Always Favorable (Advantage for Combat Luck (Talent): 16 Flash (Power): 28, 44
Probability Alteration): 35 Defense Powers: 21
Combat Maneuvers Gates: 37-38
Applicability of a Focus: 118 Defensive Absorption: 22
Generally: 0 Gestures (Limitation): 49
Area Of Effect (Advantage): 26, Defensive Social Combat Value
In Mental Combat: 72 (DSCV): 85 Grab (Combat Maneuver): 61
30, 33, 35, 43, 45
Telekinesis and: 37 Deflection (Power): 25 Grab By (Combat Maneuver): 61
Armor: 114
Combat Modifiers Delayed Effect (Advantage): 29, Growth (Power): 29
Attack Powers: 20
Generally: 60 45 Hand-To-Hand Attack (Power): 29
Attack Versus Alternate Defense
In Mental Combat: 71 Deprivation of sleep: 112 Haymaker (Combat Maneuver):
(Advantage): 43
Combat Skills System: 56 Desolidification (Power): 25, 39, 61
Attaint (Social Combat Talent): 94
Commando Psionics (style of 41 Healing (Power): 28, 45
Autofire (Advantage): 19, 33,
Mind-To-Mind Combat): 78 Dimensional (Sense Modifier): 26 Hit Locations, Autofire and: 44
35, 44
Communication in Social Combat Disease: 110 Illness: 110
Automatons: 114
(style of Mind-To-Mind Dispel (Power): 25, 44 Images (Power): 29, 45
Barrier (Power): 18, 23, 25, 44 Combat): 79
Based On CON (Limitation): 21, Dive For Cover (Combat Impenetrable (Advantage): 46
Complications: 51-54 Maneuver): 62
26, 30 Incantations (Limitation): 49
Composure (COM) (“Social Diving: 36
Basic Mental Maneuvers: 74-75 Increased Re-Use Duration
STUN”): 86
Berserk (Complication): 51 Does Knockback (Advantage): 46 (Limitation for Probability
Computers: 114 Alteration): 35
Block (Combat Maneuver): 60 Double Knockback (Advantage):
CON-based Recovery: 63 46 Intimidation (Skill): 84
Body of a Focus: 116 Configurable (Advantage for Drain (Power): 26 Introduction: 4
Bolster Confidence (Social Object Creation): 33
Combat Talent): 94 Duplication (Power): 26, 39 Invisibility (Power): 29
Constant (Advantage): 19, 35
Bonuses for Psychological Effects of Damage: 63 Invisible Power Effects (Advan-
Controlled Effect for Attack tage): 35, 42
Complications: 54 EGO Roll Recovery: 63
Powers: 20
Boost (Power): 22 Encumbrance (Combat Modi- Irresistible Knockback: 46
fier): 62 Killing Attack (Power): 29
The Hero System Advanced Player’s Guide n Index 123
Knockback, Irresistible Weapons
Knockback, Irresistible: 46 Penetrative (Sense Modifier): Skill Social Combat (system of Usable On Others (Advantage):
Known Search (Limitation for 24-25 Social Combat): 83 21, 30, 35, 39, 45, 47
Telepathy): 37 Perceivable (Limitation): 40 Skill Values (SVs): 9 Variable Advantage (Advantage):
Kokorojutsu (style of Mind-To- Perception (as a Characteristic or Skills: 9-15 30, 48
Mind Combat): 78 Skill): 6-7 Skills (Power): 36 Variable Effect (Advantage): 19
Life Support (Power): 39 Persistent (Advantage): 46 Skills done like combat: 9-10 Variable Limitations (Limitation):
Limitations: 49-50 Personal Immunity (Advantage): Sleep: 112 50
Limited Access (Limitation for 42, 47 Slow Time (Limitation for Time Variable Special Effects (Advan-
Extradimensional Space): 28 Player Characters, involvement in Stop): 40 tage): 30
Limited Area (Limitation for Time Social Combat: 83 Social Combat: 79-96 Voice, Flashing: 28
Stop and Replay): 39, 42 Position Shift (Adder): 21 Social Combat Maneuvers Vulnerability (Complication): 25,
Limited Contents (Limitation for Power (Skill): 14 (system of Social Combat): 85 54
Extradimensional Space): 28 Powers: 18-42 Social Confidence (Social Combat Weapon Familiarity (Skill): 14
Limited Power (Limitation): 30 Probability Alteration (Power): 34 Talent): 96 Weapons: 114
Limited SPD: 8 Psionic (-½) (Limitation): 49 Social Defense (SD): 85
Limited Type Of Objects (Limita- Psychological Complication Speed (Characteristic): 8
tion for Object Creation): 34 (Complication): 53 Speed Zone, The: 97-108
Limited Weight (Limitation for Pushing: 68 Sticky (Advantage): 30
Extradimensional Space): 28 Quality of Skills: 10 Strength (Characteristic): 6-7
Linked (Limitation): 19, 49 Ranged (Advantage): 33 Strength Table, Expanded: 7
Long-Lasting (Adder for Change Rapid Recovery (Power): 63 Stretching (Power): 36
Environment): 24
Realness of a Focus: 120 Summon (Power): 33, 36
Luck (Power): 30
Recovering from being Knocked Suppress (Power): 26
Manipulation (Skill): 84 Out: 63 Swimming (Power): 36
Martial Arts (Skill): 14 Reduces STR (Advantage for Takes No Stun (Power): 36
Mass of a Focus: 117 Entangles): 27
Taking Damage: 63
Megascale (Advantage): 33, 46 Reflection (Power): 35
Talent Social Combat (system of
Mental Combat: 69 Regeneration (Power): 35 Social Combat): 93
Mental Combat Styles: 78 Replay (Power): 40 Talents: 16
Mental Damage: 73 Replay Immunity (Advantage for Target Size (Combat Modifier): 60
Mental Fighting: 69 Replay): 41
Telekinesis (Power): 23, 37, 45
Mental Illusions (Power): 31, 45 Requires A Skill Roll (Limitation):
Telepathy (Power): 37, 45
Mental Powers: 21 31, 33
Teleportation (Power): 37
Mind Control (Power): 31, 45 Requires Multiple Charges (Limi-
tation): 50 Throw (Combat Maneuver): 62
Mind Link (Power): 31
Resistant (Advantage): 21 Time Limit (Advantage): 30, 47
Mind Scan (Power): 31, 45
Resistant Protection (Power): 36 Time Powers : 38
Mind-To-Mind Combat: 73
Restricted Lifespan (Limitation for Time Stop (Power): 38, 41
Mind Zone, the: 108
Object Creation): 34 Transdimensional (Advantage):
Misdirection (Social Combat 28, 39
Talent): 95 Running (Power): 36
Savoir Faire (“Social Recovery”): Transform (Power): 33, 42, 45
Movement Powers: 21
86 Trigger (Advantage): 29, 47
Multiform (Power): 31
Score A Point (Social Combat Trip (Combat Maneuver): 62
Multiple Absorption (Advantage):
Talent): 95 Tunneling (Power): 42
22
Secondary SPD: 8 Two-Weapon Fighting (Skill): 14
Multiple Attack: 62
Seishinjutsu (style of Mind-To- Two-Way Transparent (Advantage
Mystic (Or Astral) Zone, the: 108
Mind Combat): 78 for Barrier): 23
Naked Advantages: 43
Separate Physical State (Advan- Uncontrolled (Advantage): 47
Object Creation (Power): 32 tage for Multiform): 31 Unfamiliar Weapon (Combat
Objects, large, attacking/ Shields: 114 Modifier): 60
destroying: 113
Showdowns: 67 Unified Power (Limitation): 50
Offensive Social Combat Value
Side Effects (Limitation): 31 Universal Orator (Talent): 16
(OSCV): 85
Simplified Mental Combat: 72 Universal Translator (Talent): 16
Other Combat Rules & Effects: 67
Size of a Focus: 116 Unruffled (Social Combat Talent):
Outdrawing one’s opponent: 67
Skill Difficulty: 9 96
Penalty Skill Levels (Skill): 14
Skill Quality: 10 Usable As [Second Mode OI
Penetrating (Advantage): 46 Movement] (Advantage): 47