Hero Games - Resource Kit HP002-OEF

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Transcript of Hero Games - Resource Kit HP002-OEF

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Created And Assembled By:  Steven S. Long, Andy Mathews, Ben Seeman, and Darren Watts

Layout and Graphic Design:  Ben Seeman, Andy Mathews

Interior/Paper Miniature Art: Keith Curtis

Map Art:  Derek Salemme

Dedication:  o HERO System ans everywhere — we hope the Resource Kit  makes your games more un than ever!

HERO SystemTM ® is DOJ, Inc.’s trademark for its roleplaying system.

HERO System Copyright © 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights

reserved.

Champions Copyright © 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights

reserved.

Justice Inc., Danger International, Dark Champions, Fantasy Hero, Pulp Hero, and

Star Hero Copyright © 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved.

No part of this book may be reproduced or transmitted in any form or by any means,

electronic or mechanical, including photocopying, recording, or computerization, or by

any information storage and retrieval system, without permission in writing from the

Publisher: DOJ, Inc., 1 Haight Street, Suite A, San Francisco, California 94102.

Printed in the U.S.A. HERO Plus Edition, September 2003Produced and distributed by DOJ, Inc. d/b/a Hero Games.

Stock Number: DOJHERO-HP002http://www.herogames.com

 TABLE OF CONTENTS

How to Use This Kit

GM’s Screen ....................................3

Rules Summary and

Forms Booklet............................3

 A Note on Corrections ..................... 4

Character Creation

Characteristics ................................5

Primary Characteristics.................5

Figured Characteristics .................5

Movement .....................................6

Skills................................................6

Perks ...............................................6

Talents .............................................7

Power Categories ............................7

Power Descriptions..........................9

Power Advantages.........................20

Power Limitations..........................21Power Frameworks .......................25

Disadvantages ...............................25

Equipment Creation

 Automaton Powers ....................... 29

Computer Characteristics ..............29

 Vehicle Characteristics .................. 29

 Vehicle and Base Disadvantages... 29

Combat Summary 

Combat Sequence Checklist..........31

The Basic Attack Roll.....................31

Figuring OCV And DCV ...................31

Normal Damage Attacks ................31

Killing Damage Attacks..................31

 Adding Damage ............................. 31

Taking Damage..............................32

Effects of Damage .........................33

Knockback.....................................33

Endurance and Pushing.................33

Forms and Templates

Character Sheet.............................34

Character Bio Sheet.......................36

Campaign Ground Rules Sheet ......37

Character Creation Checklist .........38

Combat Record Sheet....................41

Minion Control Sheet .....................42

 Adventure Record Sheet................ 43

 Vehicle Recod Sheet...................... 44

Base Record Sheet ........................45

Rangle Template ............................46

2” Area of Effect Template.............47

3” Area of Effect Template.............47

4” Area of Effect Template.............48

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HERO SYSTEM RESOURCE KIT

 The HERO System Resource Kit  is a HEROSystem gaming aid or use by both playersand gamemasters (GMs). No matter whatrole you take in your gaming group, or what

type o HERO System game you play, the ResourceKit  includes things to improve your gaming experi-ence.

GM’S SCREENTe five-panel GM’s screen contains copies o

the charts and tables most commonly consulted

while you’re running or playing a HERO System game. While it’s o most use to GMs (since theycan conceal their notes and NPC character sheetsbehind it), it also helps players. Not only can theylook at the tables on the outside o the GM’s copy(since each side eatures the same tables), but theycan use their own copy as a personal “quick reer-ence sheet.”

Customizing Your GM’s ScreenEvery GM and group o players is unique, with

its own preerences and approaches to the HEROSystem. You may find there are tables, charts, orrules summaries you consult requently, but whicharen’t on the GM’s Screen — afer all, there’s only

so much room on five pages. Fortunately, it’s easyor you to customize your GM’s Screen to suit yourown gaming style.

One way to customize the screen, i you findthat you don’t use part o it, is to replace the unusedpart with something you do want. All you have todo is make a photocopy o what you do want, andthen, with a ew paper clips or some removabletape, use it to cover up the table you don’t need.

Even better, you can add a couple o pages omaterial to the Screen without replacing anything.All you need (besides a printout or photocopy othe pages to add) is something you can get romany offi ce supply store. For no more than a dollaror two, you can buy one o those report covers withthe clear plastic ront and the removeable plasticspine that holds the pages inside the clear plastic(some stores call these “sliding bar report covers”).ake the removeable spine and attach hal o it toone o the outer olds o the GM’s Screen. Ten usethe other hal to hold another piece o paper — orexample, maybe the Combat Record Sheet or theevening’s adventure. Te GM’s Screen is sturdyenough to support one extra sheet attached to eacho its end olds like this, thus allowing you to addtwo more pages to the screen. For best results, printthe extra pages on card stock; the tougher paperadds even more stability.

RULES SUMMARY AND FORMS BOOKLETTe second component in the Resource Kit  is

this booklet, containing 48 pages o useul inorma-tion and orms.

You have Hero Games’s permission to photo-copy any o the orms in the booklet or personaluse only.

Character Creation Summary Te first and largest section o the booklet

contains a condensed version o all the inorma-tion you need to create characters, vehicles, bases,automatons, and so orth — the Skill List, thePower cost summaries, Disadvantage value tables,the Vehicle Size able, and lots more. When you just need this basic inormation, it’s ofen easier tocarry or consult this booklet than the ull 5th Edi-tion tome.

At the end o this section, you’ll find a copy othe character sheet rom the HERO System 5th Edi-tion. You can easily make photocopies o this sheetwithout having to place any strain on your copy othe core rulebook.

Character Bio Sheet

A good character is more than just a collectiono numbers and buzzwords on a character sheet. Hehas a background, a history, a lie. In other words,he seems like a living, breathing, three-dimensionalperson, not a two-dimensional combat machine.Tis sheet helps the player create that sort o depthby making him think about many different aspectso his character — everything rom his basic physi-cal appearance, to his amily history, and beyond.Gamemasters can carry this idea urther, i theywish, by writing down some additional questionson another page.

Campaign Ground Rules Sheet And Character

Creation ChecklistTese two orms, intended or use by the GM,help in the planning o a campaign. Both playersand GMs benefit when they have a firm idea owhat the campaign involves beore anyone createsany characters, and these orms help the GM pro- vide that inormation.

Te Campaign Ground Rules sheet describesthe basic “flavor” o the campaign and whichoptional rules (i any) the GM intends to use. Byspending just a ew minutes filling it out, the GMcan convey all the necessary inormation to theplayers in an easy-to-read ormat.

HOW TO USE THIS KIT

 A NOTE ONCORRECTIONS

We’ve taken advantago the production o booklet to correct a typos and errors thatcrept into the HEROSystem 5th Edition corrulebook. Where thetext o the two differ,the text in this bookltakes precedence. Asalways, check the errand Rules FAQ pages

the Hero Games web(www.herogames.comor the latest inormation.

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4 HERO SYSTEM RESOURCE KIT

Similarly, the Character Creation Checklistprovides a handy reerence or players regardingwhich game elements the GM allows, disallows,encourages, and/or discourages. A ew spaces havebeen included where GMs can write in Skills andother elements unique to their campaigns.

Combat Record Sheet And Minion Control SheetTese two orms help the GM during the

actual running o a game. Te first, prepared oreach game session, lists the PCs and major NPCsin order o their DEX, thus helping combat to go alittle more smoothly. It also has space to write downeach character’s deenses, movement, PER Rolls,and noteworthy abilities. In short, it’s a handy one-page summary o what all the primary characterscan do.

Te Minion Control Sheet, on the other hand,is or entirely secondary characters, whether youcall them minions, agents, thugs, or simply “cannonodder.” Tese are lesser opponents, ofen intendedmore to harass or delay PCs than actually deeatthem. Since you just need a little bit o basic combat

inormation about each one, it’s easy to keep tracko up to 15 o them with this sheet.

Adventure Record SheetWhen the scenario’s done and the PCs have

received their well-earned Experience Points,the GM can write down what happened duringthe game on this orm. By keeping track o eachcharacter’s accomplishments, and the generalevents o each game session, the GM can easily

establish a “living record” o his campaign — theperect source or remembering (and reviving!) oldsubplots, supposedly dead enemies, and more. Inecessary, use the back o the sheet to include moreinormation.

Vehicle, Base, And Computer Record SheetsTere’s more to any campaign than just char-

acters. Te PCs (and their adversaries) use things

like computers, vehicles, and bases during thecourse o the game, and sometimes it’s importantto keep track o the exact inormation about thosethings. Tese three sheets help you do just that.

Combat Rules Summary Tis section condenses the HERO System 

combat rules into just a ew pages, providing youwith a quick source or most basic combat inorma-tion (though the booklet generally doesn’t reprinttables already on the GM’s Screen). Handy page re-erences direct you to the ull text in the 5th Edition. 

Combat emplatesFor Hero gamers who use miniatures and hex-

maps to make it easier to run combat scenes, these1” = 1 hex templates help to determine the RangeModifier or a power, the extent o an Area OEffect, and the like. We suggest photocopying themonto cardstock to protect them (perhaps using di-erent colors o cardstock or different characters’powers); you could even get them laminated i youwish. I you preer a scale other than 1” = 1 hex,photocopy them at a larger or smaller size.

 ASSEMBLING THE PDF RESOURCE KIT

As a PDF product, this version o the HERO System Resource Kit requires a ew changes in the way you assemble anduse it.

GM’s Screen

Since computer printers can’t print a page that’s 42.5 inches long — the length o the GM’s Screen — the Screen’s fivepanels have been broken up into five individual 8.5”x11” pieces. Tis allows you to assemble them in whatever orderyou like, or to discard pages you eel you don’t need.

You can turn the five pages into a single screen in several ways. One, you attach them to a piece o posterboard or card-board o the proper length, then crease it to create the olds. wo, you can use a “blank” GM’s screen product, such asCitizen Games’s Masterscreen, and insert the panels you want the most.

Te Maps

Te maps are included at their ull 22”x17” size (a 1” = 1 inch scale) or people who have access to a printing shop thatcan make ull-sized printouts or them. I you want to print them on 8.5”x11” paper, select “Shrink Oversized Pages oPaper Size” in the Print menu. You can then make larger-sized photocopies o them i you want to use them at their

regular size.

Photocopying And Printing Permission

You have Hero Games’s permission to print any o the contents o the PDF HERO System Resource Kit in any manner,size, or ormat or your own personal use, and to photocopy printed pages or the like or your own personal use.

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HERO SYSTEM RESOURCE KIT

CHARACTER CREATION

CHARACTERISTICSA set o Characteristics representing natu-

ral attributes (such as physical strength, intellect,and willpower) describes every character. EachCharacteristic has a numerical value — a ratingwhich indicates how the character compares toother characters, whether he is better or worse. Tehigher a Characteristic, the better a character is atwhatever that Characteristic represents. A characterwith Strength 20 is stronger than one with Strength15.

Primary CharacteristicsPrimary Characteristics represent a character’s

physical and mental capabilities. All PCs andimportant NPCs start with a value o 10 in eacho their Primary Characteristics; less important orskilled NPCs may start with lower values (typically8). Te accompanying table lists the Primary Char-

acteristics and how many Character Points it coststo raise each one’s value by 1.

Figured CharacteristicsTe second type o Characteristic is Figured

Characteristics, so called because you derive their values rom a character’s Primary Characteristics.Figured Characteristics mainly represent variouscombat capabilities. You can raise or lower FiguredCharacteristics independently o the Primary Char-acteristics by spending Character Points.

PRIMARYCHARACTERISTICS

 TABLEBase Primary Cost Per Maximum Value Characteristic Point Value

  10 Strength (SR) 1 20  10 Dexterity (DEX) 3 20  10 Constitution (CON) 2 20  10 Body (BODY) 2 20  10 Intelligence (IN) 1 20  10 Ego (EGO) 2 20  10 Presence (PRE) 1 20  10 Comeliness (COM) ½ 20

Base Figured Cost per Maximum Value Characteristic Formula Point Value

  (2) Physical Deense (PD) SR/5 1 8

  (2) Energy Deense (ED) CON/5 1 8  (2) Speed (SPD) 1+(DEX/10) 10 4  (4) Recovery (REC) (SR/5)+(CON/5) 2 10  (20) Endurance (END) 2 x CON ½ 50  (20) Stun (SUN) BODY + (SR/2)+(CON/2) 1 50

FIGURED CHARACTERISTICS TABLE

CHARACTER TYPES GUIDELINES TABLECharacter Base Maximum Points Maximum Points From Any Type Points From Disadvantages One Category Of Disadvantage Total

NormalIncompetent Normal -25 25 25 (or less) 0 (or less)Standard Normal 0 25 25 25Skilled Normal 25 25 25 50Competent Normal 50 50 25 100

HeroicStandard 75 75 25 150Powerul 100 100 25 200Very Powerul 125 125 40 250

Superheroic

Low-Powered 150 100 50 250Standard 200 150 50 350High Powered 300 150 60 450Very High Powered 400 200 75 600Cosmically Powerul 500+ 200+ 75+ 700+

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6 HERO SYSTEM RESOURCE KIT

Skill Type Base Roll Base/+1 Cost PeriodAcrobatics Agility 9+(DEX/5) 3/2 AllActing Interaction 9+(PRE/5) 3/2 AllAnalyze Intellect 9+(INT/5) 3/2 AllAnimal Handler Interaction 9+(PRE/5) 2/2 AllAutofire Skills Combat — Varies Modern, FutureBreakfall Agility 9+(DEX/5) 3/2 AllBribery Interaction 9+(PRE/5) 3/2 AllBugging Intellect 9+(INT/5) 3/2 Modern, FutureBureaucratics Interaction 9+(PRE/5) 3/2 AllClimbing Agility 9+(DEX/5) 3/2 AllCombat Driving Agility 9+(DEX/5) 3/2 AllCombat Piloting Agility 9+(DEX/5) 3/2 Modern, FutureCombat Skill Levels Combat — Varies AllComputerProgramming Intellect 9+(INT/5) 3/2 Modern, Future

Concealment Intellect 9+(INT/5) 3/2 AllContortionist Agility 9+(DEX/5) 3/2 AllConversation Interaction 9+(PRE/5) 3/2 AllCramming Intellect — 5/— AllCriminology Intellect 9+(INT/5) 3/2 AllCryptography Intellect 9+(INT/5) 3/2 AllDeduction Intellect 9+(INT/5) 3/2 All

Defense Maneuver Combat — Varies AllDemolitions Intellect 9+(INT/5) 3/2 Modern, FutureDisguise Intellect 9+(INT/5) 3/2 AllElectronics Intellect 9+(INT/5) 3/2 Modern, FutureFast Draw Agility 9+(DEX/5) 3/2 AllForensic Medicine Intellect 9+(INT/5) 3/2 Modern, FutureForgery Intellect 9+(INT/5) 2/2 AllGambling Intellect 9+(INT/5) 2/2 AllHigh Society Interaction 9+(PRE/5) 3/2 AllInterrogation Interaction 9+(PRE/5) 3/2 AllInventor Intellect 9+(INT/5) 3/2 AllKnowledge Skill Background 11* 2/1* AllLanguage Background — 1/1 AllLipreading Intellect 9+(INT/5) 3/2 AllLockpicking Agility 9+(DEX/5) 3/2 AllMartial Arts Combat Varies Varies All

Mechanics Intellect 9+(INT/5) 3/2 Modern, FutureMimicry Intellect 9+(INT/5) 3/2 AllNavigation Intellect 9+(INT/5) 2/2 AllOratory Interaction 9+(PRE/5) 3/2 AllParamedics Intellect 9+(INT/5) 3/2 AllPenalty Skill Levels Combat — Varies AllPersuasion Interaction 9+(PRE/5) 3/2 AllPower Varies 9+(CHAR/5) 3/2 AllProfessional Skill Background 11* 2/1* AllRapid Attack Combat — 5/— AllRiding Agility 9+(DEX/5) 3/2 Fantasy, ModernScience Skill Background 11* 2/1* AllSecurity Systems Intellect 9+(INT/5) 3/2 AllSeduction Interaction 9+(PRE/5) 3/2 AllShadowing Intellect 9+(INT/5) 3/2 AllSkill Levels — — Varies All

Sleight of Hand Agility 9+(DEX/5) 3/2 AllStealth Agility 9+(DEX/5) 3/2 AllStreetwise Interaction 9+(PRE/5) 3/2 AllSurvival Intellect 9+(INT/5) 2/2 AllSystems Operation Intellect 9+(INT/5) 3/2 Modern, FutureTactics Intellect 9+(INT/5) 3/2 AllTeamwork Agility 9+(DEX/5) 3/2 AllTracking Intellect 9+(INT/5) 3/2 AllTrading Interaction 9+(PRE/5) 3/2 AllTransport Familiarity Background — Varies AllTwo-Weapon Fighting Combat — 10/— AllVentriloquism Intellect 9+(INT/5) 3/2 AllWeapon Familiarity Combat — Varies AllWeaponsmith Intellect 9+(INT/5) 2/2 All

*: Characters can base these Skills on a Characteristic (usually INT).

SKILLS

Perk CostAccess 1-5 pointsAnonymity 3+Computer Link 1-10 pointsContact 2/1Deep Cover 2Favor 1Follower 1 point per 5

Character Pointsin Follower

Fringe Benefit VariesMoney VariesReputation VariesVehicles and Bases 1 point per 5

Character Pointsin Vehicle or Base

PERKS

Skill Enhancer Affects Skill Type CostLinguist Languages 3/-Jack o All rades Proessional Skills 3/-

Scholar Knowledge Skills 3/-Scientist Sciences 3/-raveler Area Knowledges 3/-Well-Connected Contacts, Favors 3/-

SKILLS ENHANCERS

MovementEvery character can run and swim at a certain

 velocity. Tis is measured in “inches,” also called“hexes,” each equalling 2 meters (6.5 eet). All charac-ters can Run 6” in a Phase, Swim 2,” and Leap 2”. Teserates can be increased, as shown the accompanyingtable.

 TYPES OF MOVEMENTBase Movement Cost Per Maximum Value Mode +1” Value

  6” Running 2 10”  2” Swimming 1 5”  2” Leaping 1 5”

Maneuver CostChoke Hold 4Deensive Strike 5Killing Strike 4Legsweep 3Martial Block 4Martial Disarm 4Martial Dodge 4Martial Escape 4Martial Grab 3Martial Strike 4Martial Trow 3Nerve Strike 4Offensive Strike 5Sacrifice Trow 3+1 Damage Class 4Weapon Element 1

MARTIAL MANEUVERS COST

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HERO SYSTEM RESOURCE KIT

 TALENTS

■ Absolute Range Sense Cost:  3 Character Points

■ Absolute ime Sense Cost: 3 Character Points

■ Ambidexterity Cost: 3 Character Points toreduce Off Hand penalty to -2; 6 Character Pointsto reduce Off Hand penalty to -1; 9 CharacterPoints to eliminate Off Hand penalty entirely

■ Bump of Direction Cost: 3 Character Points

■ Combat Luck Cost:  6 Character Points or 3points o Resistant PD and ED

■ Combat Sense Cost: 15 Character Points or abase 9 + (IN/5) roll; +1 to roll or 1 point

■ Danger Sense Cost: 15 points or ability todetect danger to sel only, out o combat, as a HalPhase Action, with a PER Roll, +1 to the roll or +1Character Point; +2 points to make it a Sense (noHal Phase required); +5 points to detect dangerout o combat i it could be perceived given theSenses he possesses, and +5 more points to detect

any danger regardless o whether it could be per-ceived given the Senses he possesses; +5 points todetect danger in the immediate vicinity, and +5more points to detect danger in the general area,and +5 more points to detect danger in any area; -5points or intuitional Danger Sense.

■ Double Jointed Cost: 4 Character Points

■ Eidetic Memory Cost:  5 Character Points

■ Environmental Movement Cost:  1-4 CharacterPoints (See sidebar or examples)

■ Lightning Calculator Cost: 3 Character Points

■ Lightning Reflexes Cost: 3 Character Points or

+2 Lightning Reflexes or all actions; 1 CharacterPoint or +1 Lightning Reflexes or a single actionor maneuver

■ Lightsleep Cost: 3 Character Points

■ Perfect Pitch Cost: 3 Character Points

■ Resistance Cost: 1 Character Point per +1 toEGO Roll

■ Simulate Death Cost: 3 Character Points

■ Speed Reading Cost:  4 Character Points at baselevel; +2 Character Points or each additional x10Rapid.

■ Universal ranslator Cost: 20 Character Points or

IN Roll, +1 to roll or 1 Character Point

POWER CATEGORIES

Adjustment Powers:Advantages: Can Apply (Remove) Adders

(+1), Delayed Return Rate (+¼ per step down theime Chart below 1 urn); Variable Effect (+¼ toaffect any one Characteristic or Power o a givenspecial effect, one at a time; +½ to affect any twoCharacteristics or Powers o a given special effectsimultaneously; +1 to affect any our Characteris-tics or Powers o a given special effect simultane-ously); +2 to affect all Characteristics and Powers oa given special effect simultaneously).

Limitations: Limited Special Effect (-¼), OnlyRestores o Starting Values (-½), Sel Only (-½)

Attack Powers:Limitations: Beam (-¼), Can Be Missile

Deflected (-¼), Cannot Be Used With [SpecificCombat Maneuver] (-¼ or -½), Cannot Be UsedWith Multiple-Power Attacks (-¼), Cannot Useargeting (-½), No Knockback (-¼)

Defense Powers:Advantages: Hardened (+¼)Limitations: Ablative (-½ or -1), Only Works

Against Limited ype O Attack (-½, -1)

Mental Powers:Adder: Multiple Classes (+10 per class o

minds)Limitations: Based On CON (-1), Cannot

Be Used Trough Mind Link (-¼), Costs Endur-ance o Maintain (-¼, -½), Does Not ProvideMental Awareness (-¼), Eye Contact Required

(-½), Limited Class O Minds (-½, -1), MandatoryEffect (varies), Normal Range (-¼), Skin ContactRequired (-1), Stops Working I Mentalist KnockedOut or Stunned (-¼, -½)

Movement Powers:Advantages And Adders: Improved Noncom-

bat Movement (+5 per doubling), Position Shif(+5), Improved Acceleration/Deceleration (varies)

Limitations: No Noncombat Movement (-¼),urn Mode (-¼)

Sense-Affecting Powers:Limitations: Limited Effect (-¼)

Sensory Powers:Limitations: Sense Affected As Another Sense

Or More Tan One Sense (-¼ or -½)

Size Powers:Advantage: Costs Endurance Only o Activate

(+¼)

ENVIRONMENTAMOVEMENTEXAMPLES:

 AQUATIC MOVEME

No penalties while inwater: 3 CharacterPoints

ICEWALKING No penalties on slip-pery suraces: 1 Chater Point

I CAN DRUNK JU AS GOOD FIGHT

No penalties or intocation: 3 CharacterPoints

SUPREME BALAN

No penalties on narr

suraces: 3 CharactePoints

ZERO-G TRAININ

No penalties in zerogravity: 4 CharacterPoints

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8 HERO SYSTEM RESOURCE KIT

Power Name Power Type Duration Target Range ENDAbsorption Adjustment Constant Sel Only Sel NAid Adjustment Instant arget’s DCV No NArmor Standard/Deense Persistent Sel Only Sel NChange Environment Standard Constant Hex Yes/x5” Y

Standard Persistent Sel Only Sel Varies

Clairsentience Standard/Sensory Constant Hex Yes/x5” YClinging Standard Constant Sel Only Sel NDamage Reduction Standard/Deense Persistent Sel Only Sel NDamage Resistance Standard/Deense Persistent Sel Only Sel NDarkness Standard/Attack/Sense-Affecting Constant Hex Yes/x5” Y

  Standard/Body Constant Sel Only Sel YDesolidification Standard/Body Constant Sel Only Sel YDispel Standard/Attack Instant arget’s DCV Yes/x5” YDrain Adjustment/Attack Instant arget’s DCV No YDuplication Special/Body-Affecting Persistent Sel Only Sel NEgo Attack Mental/Attack Instant arget’s ECV Yes/LOS YEndurance Reserve Special Persistent Sel Only Sel NEnergy Blast Standard/Attack Instant arget’s DCV Yes/x5” YEnhanced Senses Special/Sensory Persistent Sel Only Sel NEntangle Standard/Attack Instant arget’s DCV Yes/x5” YExtra-Dimensional Movement Movement Instant Sel Only Sel Y

Extra Limbs Special/Body-Affecting Persistent Sel Only Sel N  Movement Constant Sel Only Sel N

Find Weakness Special/Sensory Persistent Sel Only Sel NFlash Standard/Attack/Sense-Affecting Instant arget’s DCV Yes/x5” YFlash Deense Special/Deense Persistent Sel Only Sel NFlight Movement Constant Sel Only Sel YForce Field Standard/Deense Constant Sel Only Sel YForce Wall Standard/Deense Constant Hex Yes/x5” YGliding Movement Constant Sel Only Sel NGrowth Size/Body-Affecting Constant Sel Only Sel YHand-to-Hand Attack (HA) Standard/Attack Instant arget’s DCV No YHealing Adjustment Instant arget’s DCV No YImages Standard/Attack/Sense-Affecting Constant Hex Yes/x5” YInvisibility Standard/Sense-Affecting Constant Sel Only Sel YKilling Attack (HH) Standard/Attack Instant arget’s DCV No YKilling Attack (Ranged) Standard/Attack Instant arget’s DCV Yes/x5” Y

Knockback Resistance Special/Deense Persistent Sel Only Sel NLack o Weakness Special/Deense Persistent Sel Only Sel NLeaping Movement Constant Sel Only Sel YLie Support Standard Persistent Sel Only Sel NLuck Special Persistent Sel Only Sel NMental Deense Special/Deense Persistent Sel Only Sel NMental Illusions Mental Instant arget’s ECV Yes/LOS YMind Control Mental Instant arget’s ECV Yes/LOS YMind Link Mental Persistent arget’s ECV Yes/LOS NMind Scan Mental/Sensory Constant arget’s ECV Yes/LOS YMissile Deflection Standard/Deense Constant Sel Only Sel NMultiorm Standard/Body Persistent Sel Only Sel NPower Deense Special/Deense Persistent Sel Only Sel NRunning Movement Constant Sel Only Sel YShape Shif Standard/Body-Affecting Constant Sel Only Sel YShrinking Size/Body-Affecting Constant Sel Only Sel YSkills Special Constant Sel Only Sel N

  Standard/Body-Affecting Constant Sel Only Sel YSummon Standard Instant n/a No YSuppress Adjustment/Attack Constant arget’s DCV Yes/x5” YSwimming Movement Constant Sel Only Sel YSwinging Movement Constant Sel Only Sel Yelekinesis Standard/Attack Constant arget’s DCV Yes/x5” Yelepathy Mental Instant arget’s ECV Yes/LOS Yeleportation Movement Instant Sel Only Sel Yranser Adjustment/Attack Instant arget’s DCV No Yransorm Standard/Attack Instant arget’s DCV Yes/x5” Yunneling Movement Constant Sel Only Sel Y

 THE POWERS LIST

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HERO SYSTEM RESOURCE KIT

ABSORPION

Adjustment Power — ConstantSel Only — No END

5 Character Points or 1d6 o Absorption.

AID

Adjustment Power — InstantNo Range — No END

10 Character Points or 1d6 o Aid.

ARMOR

Standard Power/Deense Power — PersistentSel Only — No END

3 Character Points or 2 points o Resistant deense.

CHANGE ENVIRONMEN

Standard Power — Constant

Range (5” x Active Points) — Costs END5 Character Points to change the environment in a1” radius area; double the area or every +5 Charac-ter Points, increase power o minor effects or up to+5 Character Points per level (se table).

CLAIRSENIENCE 

Standard Power/Sensory Power — Constant

Range (5” x Active Points) — Costs END

20 Character Points or a base PER Roll with oneSense Group at Range; +10 Character Points peradditional Sense Group, or +5 points per additionalSense. Precognition (ability to see the uture) orRetrocognition (ability to see the past), +20 Char-acter Points each; ability to sense into a single otherdimensions +10 Character Points, the ability to seeinto a related group o dimensions is an additional+10 Character Points. +5 Character Points or 2xRange.

CLINGING 

Standard Power — ConstantSel Only — No END

10 Character Points or ability to exert character’snormal SR; +3 Clinging SR or +1 CharacterPoint.

DAMAGE REDUCION 

Standard Power/Deense Power — PersistentSel Only — No END

CHARACERISICS

Standard Power — PersistentSel Only — END Varies

Varies, depending upon Characteristic purchased.

POWER DESCRIPTIONS

 Cost per  Additional -1 Effect  2 PER Roll or one Sense  3 PER Roll or one Sense

Group  3 Characteristic Roll or  SkillRoll

  3 Inch o any one mode oMovement

  3 +/- one emperature Level(see page 298)

  4 Characteristic Roll and allSkill Rolls based on sameCharacteristic

  5 CV (OCV or DCV)  5 Point o damage (player spec-

ifies type o damage and may,at the GM’s option, includeappropriate Advantages; oth-erwise Advantages may bepurchased or the damage)

  5 Point o elekinesis SR 

CHANGE ENVIRONMENT:COMBAT EFFECTS COSTS

DAMAGE RESISANCE

Standard Power/Deense Power — PersistentSel Only - No END

1 Character Point to convert 2 points o NormalDeense to Resistant Deense.

DAMAGE REDUCTION TABLE  Normal ResistantDamage Reduction Cost Cost

25% Damage Reduction 10 1550% Damage Reduction 20 3075% Damage Reduction 40 60

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10 HERO SYSTEM RESOURCE KIT

DARKNESS

Standard Power/Attack Power/Sense-AffectingPower — Constant — Range (5” x Active Points)Costs END

10 Character Points or 1” radius Darkness, impervi-ous to one argeting Sense Group; impervious toeach additional argeting Sense Group, +10 points;impervious to each additional argeting Sense, +5points; +1” radius or +10 Character Points. 5 Char-acter Points or 1” radius Darkness, impervious toone Nontargeting Sense Group; impervious to eachadditional Nontargeting Sense Group, +5 points;impervious to each additional Nontargeting Sense,+3 Character Points; +1” radius or +5 CharacterPoints.

DENSIY INCREASE

Standard Power/Body-Affecting Power—ConstantSel Only — Costs END

5 Character Points or +5 SR, +1 PD and +1 ED,-1” Knockback, and 2x mass.

DARKNESS SUMMARY TABLESense Group Cost To Fill One Hexargeting 10Nontargeting 5

Extra Radius Cost per +1” Radiusargeting Sense +10 PointsNontargeting Sense +5 Points

Extra Senses Costargeting Sense Group +10 Pointsargeting Sense (single) +5 PointsNontargeting SenseGroup +5 PointsNontargeting Sense(single) +3 Points

DENSITY INCREASE TABLEEvery 5 points of Density Increase provides:x2 Mass+5 SR (no Figured Characteristics)-1” Knockback (unctions just like Knockback

Resistance)+1 PD (nonresistant)+1 ED (nonresistant)

  PTS Mass (KG) STR KB PD ED  0 100 +0 -0 +0 +0  5 200 +5 -1 +1 +1  10 400 +10 -2 +2 +2  15 800 +15 -3 +3 +3  20 1,600 +20 -4 +4 +4

  25 3,200 +25 -5 +5 +5  30 6,400 +30 -6 +6 +6  35 12,500 +35 -7 +7 +7  40 25,000 +40 -8 +8 +8  45 50,000 +45 -9 +9 +9  50 100,000 +50 -10 +10 +10  55 200,000 +55 -11 +11 +11  60 400,000 +60 -12 +12 +12  65 800,000 +65 -13 +13 +13  70 1,600,000 +70 -14 +14 +14  75 3,200,000 +75 -15 +15 +15

DESOLIDIFICAION

Standard Power/Body-Affecting Power — Constant

Sel Only — Costs END

40 Character Points.

DISPEL

Standard Power/Attack Power — InstantRange (5” x Active Points) — Costs END

3 Character Points or 1d6 o Dispel.

DRAIN

Adjustment Power/Attack Power — InstantNo Range — Costs END

10 Character Points or 1d6 o Drain.

DUPLICAION 

Special Power/Body-Affecting Power — PersistentSel Only — No END

1 Character Point per 5 Character Points in theoriginal orm, 2x the number o Duplicates or +5Character Points.

EGO AACK 

Mental Power/Attack Power — InstantRange (LOS) — Costs END

10 Character Points or 1d6 Ego Attack.

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HERO SYSTEM RESOURCE KIT

ENDURANCE RESERVE 

Special Power — PersistentSel Only — No END

10 END or 1 Character Point, 1 REC or 1 Char-acter Point.

ENERGY BLAS

Standard Power/Attack Power — InstantRange (5” x Active Points) — Costs END

5 Character Points or 1d6 o Energy Blast.

ENHANCED SENSES

Special Power/Sensory Power — PersistentSel Only — No END

DETECT TABLECost Detect Category 3 A single thing (an uncommon

object or phenomena, one which

has little or no effect on combat;examples include the directionone is currently acing, the cur-rent time, the range to nearbyobjects, Necromantic Magic,Denebians, or Gold).

5 A class o things (a commonobject or phenomena, or anyobject or phenomena whichsignificantly affects combat;examples include Magic, Aliens,Metals, or Minds)

10 A large class o things (verycommon or abstract objects orphenomena; examples includeLie Energy, Physical Objects, or

Enemies)+5 Each extra thing or class o

things

SENSE GROUPSGeneral Rules:  Te ollowing Sense Modifiers can be acquired or a Sense bymaking it part o a Sense Group via the Simulated Sense Rule: Discrimina-tory (to whatever degree indicated in the descriptions below), Range, Sense,argeting. Note that this does not  include Analyze or Increased Arc O Per-ception. The Hearing Sense Group:  Te Hearing Sense Group includes Normal Hearing, which all characters possess unless they have an appropriate PhysicalLimitation. Te Hearing Sense Group provides the ollowing Sense ModifiersDiscriminatory, Range, Sense.

Active Sonar and Ultrasonic Perception are almost always bought apart o the Hearing Sense Group. The Mental Sense Group: Te Mental Sense Group includes Mental Aware-ness and Mind Scan; no character has any Mental Group Senses normally. Itprovides the ollowing Sense Modifiers: Range. Mental Awareness unctionsas a Sense, but the Mental Sense Group does not provide this Sense Modifierto other Senses assigned to the group. The Radio Sense Group: Te Radio Sense Group includes Radio Perception;no character has any Radio Group Senses normally. Te Radio Sense Groupprovides the ollowing Sense Modifiers: Range, Sense.  High Range Radio Perception, Radar, and Radio Perception/ransmission are almost always bought as part o the Radio Sense Group.Radio Perception/ransmission is simply Radio Perception with the rans-

mit Sense Modifier added. High Range Radio Perception is simply RadioPerception/ransmission with a broader Detect as its basis. The Sight Sense Group: Te Sight Sense Group includes Normal Sight(which all characters possess unless they have an appropriate Physical Limitation) and Nightvision. Te Sight Sense Group provides the ollowing SenseModifiers: Discriminatory, Range, Sense, argeting.

Inrared Perception and Ultraviolet Perception are almost alwaysbought as part o the Sight Sense Group. The Smell/Taste Sense Group: Te Smell/aste Sense Group includesNormal Smell and Normal aste, which all characters possess unless they havan appropriate Physical Limitation. Te Smell/aste Sense Group provides thollowing Sense Modifiers: Discriminatory, Range (Smell only), Sense. The Touch Sense Group:  Te ouch Sense Group includes Normal ouch,which all characters possess unless they have an appropriate Physical Limita-tion. Te ouch Sense Group provides the ollowing Sense Modifiers: Dis-

criminatory, Sense. The Unusual Sense Group: Te Unusual Sense Group includes the ollow-ing Senses: Active Sonar, Clairsentience, Detect, Find Weakness, High RangeRadio Perception, Inrared Perception, N-Ray Perception, Radar, RadioPerception/ransmission, Spatial Awareness, Sensory alents, Ultraviolet Per-ception, Ultrasonic Perception.

Active Sonar Cost:  15 Character Points (DetectLimited Class o Physical Objects [5 CharacterPoints], argeting; Active).

Enhanced Perception Cost:  +1 to PER Roll or allSense Groups or 3 Character Points; +1 to PER Rollor one Sense Group or 2 Character Points; +1 toPER Roll with a single Sense or +1 Character Point.

High Range Radio Perception Cost:  12 Character

Points (Detect Broadcast Spectrum ransmissions [5Character Points], Increased Arc O Perception [360Degrees], ransmit; Passive).

Infrared Perception Cost:  5 Character Points(Detect Heat Patterns/races [5 Character Points];Passive).

Mental Awareness Cost:  5 Character Points (DetectMental Powers [3 Character Points], Sense; Passive).

Nightvision Cost:  5 Character Points (+4 EnhancedPerception, with a -½ Limitation, Only To CounteractDarkness Modifiers; Passive).

N-Ray Perception Cost:  10 Character Points (DetectPhysical Objects [10 Character Points]; Passive).

Radar Cost:  15 Character Points (Detect LimitedClass O Physical Objects [5 Character Points], ar-geting; Active).

Radio Perception Cost:  8 Character Points (Detect

AM/FM/Police Radio ransmissions [3 CharacterPoints], Increased Arc O Perception [360 Degrees];Passive).

Radio Perception/ransmission Cost:  10 Charac-ter Points (Detect AM/FM/Police Radio ransmis-sions [3 Character Points], ransmit, Increased ArcO Perception [360 Degrees]; Passive).

Spatial Awareness Cost:  22 Character Points(Detect Physical Objects [10 Character Points], ar-geting Sense, Sense; Passive).

Ultrasonic Perception Cost:  3 Character Points(Detect Ultrasonic Sound [3 Character Points]; Pas-sive).

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12 HERO SYSTEM RESOURCE KIT

Ultraviolet Perception Cost:  5 Character Points(Detect Ultraviolet Light [5 Character Points]; Pas-sive).

Sense Modifiers

Concealed Cost:  1 Character Point or -1 to PERRolls with one Sense or Sense Group. (Note: Forcompletely undetectable pulses, buy the InvisiblePower Effects Advantage or the Sense.)

Discriminatory; Analyze Cost:  5 Character Pointsor a single Sense; 10 Character Points or an entireSense Group.

Increased Arc Of Perception Cost: 240-DegreePerception: 2 Character Points or a single Sense; 5Character Points or a Single Sense Group; 10 Char-acter Points or all o the character’s Sense Groups atonce. 360-Degree Perception: 5 Character Points ora single Sense; 10 Character Points or a single SenseGroup; 25 Character Points or all o the character’sSense Groups at once.

Microscopic Cost:  3 Character Points per level omagnification or a single Sense; 5 Character Points

per level o magnification or an entire Sense Group.

Range Cost:  5 Character Points or a single Sense; 10Character Points or a single Sense Group.

Rapid Cost:  3 Character Points per x10 speed or asingle Sense; 5 Character Points per x10 speed or anentire Sense Group.

Sense Cost:  2 Character Points.

argeting Sense Cost:  10 Character Points or asingle Sense; 20 Character Points or one SenseGroup.

elescopic Cost:  2 Character Points or +2 PER,only to offset the Range Modifier with a single

Sense; 3 Character Points or a single Sense Group.Characters may purchase elescopic or more thanone Sense Group.

racking Cost:  5 Character Points or a singleSense; 10 Character Points or an entire SenseGroup.

ransmit Cost:  2 Character Points or a singleSense; 5 Character Points or a single Sense Group.

ENANGLE

Standard Power/Attack Power — InstantRange (5” x Active Points) — Costs END

 Entangle Cost:  10 Character Points or 1d6BODY, 1 DEF o Entangle.

FTL TABLEPoints Velocity Approximation  10 1 Light Year/year  12 2 Light Years/year  14 4 Light Years/year 1 LY/season  16 8 Light Years/year  18 16 Light Years/year 1 LY/month  20 32 Light Years/year  22 64 Light Years/year 1 LY/week   24 128 Light Years/year

26 250 Light Years/year28 500 Light Years/year 1 LY/day 

  30 1,000 Light Years/year32 2,000 Light Years/year34 4,000 Light Years/year36 8,000 Light Years/year 1 LY/hour

  ...and so orth

EXRADIMENSIONAL MOVEMEN 

Movement Power — ConstantSel Only — Costs END

20 Character Points to transport character to anysingle location in a single other dimension; +5 Char-acter Points or any location in a single other dimen-sion, +10 Character Points or any location in a related

group o dimensions; an additional +10 CharacterPoints or any location in any dimension; +20 Charac-ter Points to travel through time.

EXRA LIMBS

Special Power/Body-Affecting Power — PersistentSel Only — No END

5 Character Points to have any number o ExtraLimbs.

FASERHANLIGH FL RAVEL

Movement Power — ConstantSel Only — No END

10 Character Points or FL ravel, 2x FL velocityor 2 Character Points.

FIND WEAKNESS MODIFIERSModifer Circumstance

+1 Preparing a Phase-1 to -3 Unusual or alien physique, totally

unknown structure-2 Second try on same target-4 Tird try on same target

Varies Range Modifier

FIND WEAKNESS

Special Power/Sensory Power — PersistentSel Only — No END

10 Character Points or a base roll o 11-, one typeo attack only; any group o attacks, +10 points; all

attacks, an additional +10 points; +1 to roll per 5Character Points.

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HERO SYSTEM RESOURCE KIT

FLASH 

Standard Power/Attack Power/Sense-AffectingPower—Instant — Range (5” x Active Points)Costs END

5 Character Points or 1d6 o Flash versus one ar-geting Sense Group (3 Character Points or 1d6 oFlash versus one Nontargeting Sense Group); eachadditional argeting Sense Group affected costs +10Character Points (+5 Character Points or Nontarget-ing Sense Groups); each additional argeting Senseaffected costs +5 Character Points (+3 CharacterPoints or Nontargeting Senses).

FLASH SUMMARY TABLESense Group Cost per 1d6argeting 5Nontargeting 3argeting hal die 3Nontargeting hal die 1 ½

Extra Senses Cost

argeting Sense Group +10argeting Sense (single) +5Nontargeting Sense Group +5Nontargeting Sense (single) +3

FLASH DEFENSE

Special Power/Deense Power — PersistentSel Only — No END

Character Point or every 1 point o Flash Deenseto protect a single Sense Group.

FLIGH

Movement Power — ConstantSel Only — Costs END

2 Character Points or every 1” o Flight.

FORCE FIELD

Standard Power/Deense Power — ConstantSel Only — Costs END

1 Character Point or every 1 point o ResistantDeense.

FORCE WALL

Standard Power/Deense Power — ConstantRange (5” x Active Points) — Costs END

5 Character Points or every 2 points o ResistantDeense. Force Wall is 1” long and 1” tall; +1” widthor height costs 2 Character Points.

GLIDING

Movement Power — ConstantSel Only — No END

 1 Character Point or 1” Gliding.

GROWH

Size Power/Body-Affecting Power — ConstantSel Only — Costs END

5 Character Points or +5 SR, +1 BODY, +1SUN, -1” KB, x2 mass; 15 Character Points or-2 DCV, +2 or PER Rolls made to perceive char-acter, x2 height and width, and x2 reach.

  Height Width Mass BODY PER Rolls Hexes  Pts (hexes) (hexes) (KG) & STUN DCV Against of Reach STR KB-  0 1-2m (1”) up to 1m (½”) up to 100 +0 -0 +0 +0 +0 -0  15 2-4m (2”) 1-2m (1”) 100-800 +3 -2 +2 +1” +15 -3  30 5-8m (4”) 3-4m (2”) 800-6,400 +6 -4 +4 +2” +30 -6

  45 9-16m (8”) 5-8m (4”) 6,400-50,000 +9 -6 +6 +4” +45 -9  60 17-32m (16”) 9-16m (8”) 50,000-400,000 +12 -8 +8 +8” +60 -12  75 33-64m (32”) 17-32m (16”) 400,000-3,200,000 +15 -10 +10 +16” +75 -15...and so on

GROWTH CHART

GROWTH TABLEEvery 5 points of Growth provides:+5 SR (no Figured Characteristics)+1 BODY (no Figured Characteristics)+1 SUN-1” Knockback (unctions just like Knockback

Resistance)x2 Mass

Every 15 points of Growth provides:-2 DCV+2 to all PER Rolls made by others to perceive

the characterx2 height and widthx2 reach

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14 HERO SYSTEM RESOURCE KIT

HANDOHAND AACK 

Standard Power/Attack Power — InstantNo Range — Costs END

+1d6 Hand-o-Hand Combat damage or 5 ActivePoints with a mandatory -½ Limitation.

HEALING 

Adjustment Power — InstantNo Range — Costs END

10 Character Points or 1d6 o Healing; or Regen-eration option apply Reduced Endurance (0 END),Persistent, Extra ime (1 urn), and Sel Only toHealing BODY; +20 points or Resurrection.

IMAGES 

Standard Power/Attack Power/Sense-Affecting PowerConstant—Range (5” x Active Points)—Costs END

10 Character Points to affect a single argeting SenseGroup in one hex. +10 Character Points or eachadditional argeting Sense Group, +5 Character

Points or each additional argeting Sense. 5 Charac-ter Points to affect a single Nontargeting Sense Groupin one hex. +5 Character Points or each additionalNontargeting Sense Group, +3 Character Points oreach additional Nontargeting Sense. +3 CharacterPoints or every -1 to observers’ PER Rolls.

INVISIBILIY

Standard Power/Sense-Affecting Power —ConstantSel Only — Costs END

20 Character Points or Invisibility to one arget-ing Sense Group; +10 Character Points or eachadditional argeting Sense Group, or +5 Char-acter Points or each additional argeting Sense.10 Character Points or Invisibility to one Non-targeting Sense Group; +5 Character Points oreach additional Nontargeting Sense Group, or +3Character Points or each additional NontargetingSense.

KILLING AACK HANDOHAND

Standard Power/Attack Power — InstantNo Range — Costs END

15 Character Points or 1d6 Killing Attack.

KILLING AACK RANGED RKA

Standard Power/Attack Power — InstantRange (5” x Active Points) — Costs END

15 Character Points or 1d6 Killing Attack.

KNOCKBACK RESISANCE 

Special Power/Deense Power — PersistentSel Only — No END

2 Character Points or every -1” o Knockback.

LACK OF WEAKNESS 

Special Power/Deense Power — PersistentSel Only — No END

1 Character Point or -1 to Find Weakness orAnalyze rolls, must be bought by type o deense.

LEAPING 

Movement Power — Constant

Sel Only — Costs END

1 Character Point or every +1” Leap.

LIFE SUPPOR

Standard Power — PersistentSel Only — No END

See Lie Support able.

IMAGES SUMMARY TABLESense Group Cost To Fill One Hexargeting 10Nontargeting 5

Extra Radius Cost per x2 RadiusAny type o Sense +¼ Advantage

Extra Senses Costargeting Sense Group +10 Pointsargeting Sense (single) +5 PointsNontargeting SenseGroup +5 PointsNontargeting Sense(single) +3 Points

Decreased PER Roll Cost-1 to target’s PER Rolls +3 Points

IMAGES TABLE PER Roll  Bonus Image  +0 Solid Simple Images (a station-

ary object; a single odor or musi-cal note)

  +2 Simple Movements/ Sounds/Smells/ Sensations (a ball rolling,a simple melody)

  +4 Complex Movements/Sounds/Smells/ Sensations (a man walk-ing, a conversation, the smells oa hamburger)

  +6 Multiple, Interacting Images/Sounds/ Smells/ Sensations(a ootball team in action, anorchestral symphony, the smellso Tanksgiving dinner).

INVISIBILITY SUMMARY TABLESense Group Costargeting 20Nontargeting 10

Extra Senses Costargeting Sense Group +10 Pointsargeting Sense (single) +5 PointsNontargeting Sense Group +5 Points

Nontargeting Sense (single) +3 Points

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HERO SYSTEM RESOURCE KIT

  Cost Effect  1-4 Extended Breathing:  Te character may hold his breath longer than normal. Ordinarily, char-

acters who hold their breath must spend 1 END per Phase to do so. Every point o ExtendedBreathing allows a character to hold his breath or periods o time one step up on the imeChart: or 1 point o Extended Breathing, he only spends 1 END per urn; or 2 points, 1 ENDper Minute; and so orth (see page 286 or urther inormation).

  5 Expanded Breathing:  Te character may breathe in one type o unusual environment (under-

water, in methane, and so on)  10 Self-Contained Breathing:  Te character’s breathing is sel-contained (he doesn’t need to

breathe at all).  1-3 Diminished Eating:  Ordinarily, characters must eat and drink at least once every six hours.

Diminished Eating increases the time periods during which the character can go without oodand drink (and thus diminishes his need to excrete as well).

  1 Character only has to eat once per week.  2 Character only has to eat once per year (or other time period).  3 Character does not have to eat at all.  1-3 Diminished Sleep:  Ordinarily, characters must sleep about eight hours out o every 24. Dimin-

ished Sleep decreases the amount o sleep a character needs.  1 Character only has to sleep eight hours per week.  2 Character only has to sleep eight hours per year (or other time period).  3 Character does not have to sleep at all.  2 Safe Environment:  Character is sae in Low Pressure/Vacuum

  1 Safe Environment:  Character is sae in High Pressure  2 Safe Environment:  Character is sae in High Radiation  2 Safe Environment:  Character is sae in Intense Cold  2 Safe Environment:  Character is sae in Intense Heat  1-5 Longevity:  Te character ages more slowly than normal people (the base liespan or all char-

acters is assumed to be 100 years). For 1 point, the character ages at hal normal rate (liespan200 years); or 2 points, at one-ourth normal rate (liespan 400 years); and so orth. For 5Character Points the character is immortal; he does not age at all.

  1-10 Immunity:  Te character is immune to the effects o a particular drug, poison, disease, orsimilar substance. Te exact cost depends upon the requency and potency o the substance towhich the character is Immune — the greater the effect o a substance, and the more ofen it isencountered, the more Immunity to it costs. Some suggested costs:

LIFE SUPPORT TABLE

  Cost Substance

  3 Alcohol (beer, bourbon, gin, whiskey)

  3 Asphyxiants (chlorine gas, phosgene gas)  3 Bacterial Inections (anthrax, the plague,

brucellosis, typhoid ever)  3 Blistering Agents (Vesicants) (mustard

gas, Lewisite)  2 Common cold/flu  1 Fungal Inections (desert ever)  3 Haemotoxins (cyanide, cyanogen gas)  2 Malaria  2 Microbe oxins (botulin, B, Z)  3 Nerve Gases (abun, Sarin, Soman, VE,

VM, VX)  3 Neurotoxins (poisons which kills by

attacking the nervous system)  2 Neutralizing Agents (tear gas, itching

powder, retching agents)  3 Ophidotoxins (poisons rom serpents)  5 Phytotoxins (poisons derived rom

plants)

Cost Substance  1 Rabies

  2 Rickets Inections (typhus, purple ever,Queensland ever)

  3 etanus  4 Viral Inections (smallpox, HIV, ebola

and Lassa viral evers, yellow ever)  1 Venom rom any single rare poisonous

plant or animal (e.g., coral snake)  2 Venom rom any single common

poisonous plant or animal (e.g., blackwidow spider)

  3 Venom rom any single very commonpoisonous plant or animal (e.g., rattle-snake)

  5 Zootoxins (poisons derived rom ani-mals)

  10 All terrestrial diseases and biowarareagents  10 All terrestrial poisons and chemical

warare agents

A character can buy whichever orms o Lie Support he wants; he does not have to purchasesome as a condition or purchasing others.

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HERO SYSTEM RESOURCE KIT

MIND CONROL

Mental Power — InstantRange (LOS) — Costs END

5 Character Points or 1d6 Mind Control.

MIND CONTROL EFFECTS  Total rolled

on Mind  Control dice

- Mental DEF is: Effect  Greater than EGO arget will perorm

actions he is inclinedto perorm anyway 

  arget believes anystatement which doesnot contradict priorknowledge

  EGO + 10 arget will perormactions he wouldn’tmind doing

  arget will believe anystatement which does

not contradict realityunder direct observa-tion

EGO + 20 arget will perormactions he is normallyagainst doing

  arget will believe anystatement which doesnot contradict stronglyheld personal beliesor principles (such asPsychological Limita-tions)

  EGO + 30 arget will perormactions he is violently

opposed to doing  arget will believestatements which con-tradict strongly heldpersonal belies orprinciples (includingPsychological Limita-tions) or which con-tradict reality underdirect observation.

Modifiers (can be applied at any level)  -5 Order is worded in an exceptionally

convincing manner  +5 Order is poorly conceived or

contradictory 

  -10 Order matches target’sPsychological Limitations  +10 Order contradicts target’s

Psychological Limitations  +10 arget will not remember actions  +20 arget will remember actions and

think they were natural

MIND LINK 

Mental Power — PersistentRange (LOS) — No END

5 Character Points or one specific mind, +5 pointsor a related group o minds one at a time, an addi-tional +5 points or any one mind; +5 points per 2xthe number o minds; +5 points or any distance, anadditional +5 points or any dimension.

MIND SCAN 

Mental Power — ConstantRange — Costs END

5 Character Points or 1d6 Mind Scan; +1 ECVwith Mind Scan or +2 Character Points.

MIND SCAN MODIFIERSNumber of People Modifier 1 (Freelance Game Designer) 010 (Small Gaming Company) -2100 (Teater) -4

1,000 (Apartment Building;Gaming Convention) -6

10,000 (Small own) -8100,000 (Large own; Super Bowl) -101,000,000 (Major Metropolis) -1210,000,000 (State) -14100,000,000 (Large Country) -161,000,000,000 (Continent) -1810,000,000,000 (Large Planet) -20and so orth

MIND SCAN EFFECTS  Total rolled on

Mind Scan dice- Mental DEF is: Effect

  Greater than EGO Mentalist can estab-lish Mind Link or usefirst level o elepathy(communication). Healso knows in whichdirection the target islocated

  EGO + 10 Mentalist can use allMental Powers ontarget, and can esti-mate the general dis-tance to the target.

  EGO + 20 Mentalist knows the

exact location o thetarget. He can attackwith all attacks. I hewishes to attack thetarget with a non-Mental Power, theattack must be able toreach the target.

Modifiers (can be applied at any level)  +20 Mind Scan is undetectable by target

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18 HERO SYSTEM RESOURCE KIT

MISSILE DEFLECION & REFLECION 

Standard Power/Deense Power — ConstantSel Only — No END

 5 Character Points or thrown objects, 10 Char-acter Points or arrows or projectiles, 15 Charac-ter Points or bullets and shrapnel, 20 CharacterPoints or all ranged attacks. o Reflect Attacksback at attacker costs +20 points; to Reflect attacks

at any target costs +10 more points.

MULIFORM

Standard Power/Body-Affecting Power —PersistentSel Only — No END

1 Character Point or every 5 Character Points inthe most expensive orm; 2x the number o ormsor +5 Character Points.

POWER DEFENSE 

Special Power/Deense Power — PersistentSel Only — No END

1 point o Power Deense or 1 Character Point.RUNNING

Movement Power — ConstantSel Only — Costs END

2 Character Points or every +1” o Running.

SHAPE SHIF

Standard Power/Body-Affecting Power — ConstantSel Only — Costs END

10 Character Points to change into a single othershape as perceived by a argeting Sense Group, eachadditional argeting Sense Group costs +5 Charac-ter Points; 5 Character Points to change into a singleother shape as perceived by a Nontargeting Sense,each additional Nontargeting Sense Group costs+3 Character Points; +5 Character Points to changeinto a group o no more than our predefined shapesaffecting the purchased Sense Groups; +10 Charac-ter Points to change into a limited group o shapes;+20 Character Points or any shape.

SHAPE SHIFT SUMMARY   Cost ToSense Group Change Shapeargeting 10Nontargeting 5Additional argeting +5Additional Nontargeting +3

 Additional Shapes CostUp to our predefined shapes +5Limited Group o shapes +10Any shape +20

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HERO SYSTEM RESOURCE KIT

SHRINKING

Size Power/Body-Affecting Power — ConstantSel Only — Costs END

10 Character Points or the character has x½ Height,x1/8 mass, -2 DCV, and -2 to all PER Rolls madeagainst him, and +2d6 damage or growth momen-tum. Te character also has +3” Knockback. Growthmomentum adds +1d6 o damage to the character’spunch per point o DCV gained rom being Shrunk 

SKILLS

Special Power — ConstantSel Only — No END

Cost is as per the cost o the Skill.

SRECHING

Standard Power/Body-Affecting Power — ConstantSel Only — Costs END

5 Character Points or 1” o Stretching (2” non-combat).

SUMMON

Standard Power — InstantNo Range — Costs END

1 Character Point or every 5 Character Pointsin Summoned being; 2x number o Summonedbeings or +5 Character Points.

SUPPRESS 

Adjustment Power/Attack Power — ConstantRange (5” x Active Points) — Costs END

5 Character Points or 1d6 o Suppress.

SWIMMING

Movement Power — ConstantSel Only — Costs END

1 Character Point or +1” o Swimming.

SWINGING

Movement Power — ConstantSel Only — Costs END

1 Character Point or 1” o Swinging.

ELEKINESIS

Standard Power/Attack Power — ConstantRange (5” x Active Points) — Costs END

3 Character Points or 2 points o elekinetic SR.

ELEPAHY

Mental Power — InstantRange (LOS) — Costs END

5 Character Points or 1d6 o elepathy.

ELEPORAION

SHRINKING TABLE  PER Rolls  Pts Height Mass Against DCV KB  0 2m 100 kg 0 +0 +0  10 1.9-1m 99-12.5 kg -2 +2 +3  20 .9-.5m 12.4-1.6 kg -4 +4 +6  30 .4-.25m 1.5-.2 kg -6 +6 +9  40 .24-.125m .19-.025 kg -8 +8 +12  50 .124-.064m .024-.0032 kg -10 +10 +15  60 .063-.032m .0031-.0004 kg -12 +12 +18

Movement Power — InstantSel Only — Costs END

2 Character Points or 1” eleportation; 2x massor +5 Character Points; Fixed Locations or 1Character Point each; Floating Fixed Locationsor 5 Character Points each.

RANSFER 

Adjustment Power/Attack Power — InstantNo Range — Costs END

15 Character Points or 1d6 ranserred ActivePoints.

RANSFORM

Standard Power/Attack Power — InstantRange (5” x Active Points) — Costs END

5 Character Points or 1d6 Cosmetic ransorm;10 Character Points or 1d6 Minor ransorm; 15Character Points or 1d6 Major ransorm.

UNNELING

Movement Power — Constant

Sel Only — Costs END5 Character Points or 1” unneling through 1 DEFmaterial per Phase; +3 Character Points or +1 DEF.

 TELEPATHY EFFECTS  Total rolled on

 Telepathy dice- Mental DEF is: Effect

  Greater than EGO Te telepath can read orsend surace thoughts

  EGO + 10 Te telepath can read

deep, hidden thoughts  EGO + 20 Te telepath canread into the target’smemory 

  EGO + 30 Te telepath can readinto the target’ssubconscious

Modifiers (can be applied at any level)  +20 elepathy cannot be detected by   target

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20 HERO SYSTEM RESOURCE KIT

POWER ADVANTAGES

■ Affects Desolidified Cost Multiplier:  +½(affects all special effects o Desolidification); +¼(affects only a single, defined, special effect o Deso-lidification).

■ Area Of Effect Cost Multiplier:  +½ or Area O

Effect (One Hex); +1 or Area O Effect (Radius,Cone, Line, or Any Area); -¼ less Advantage orNonselective arget; +¼ additional Advantage orSelective arget; +½ additional Advantage or Con-orming.

■ Armor Piercing Cost Multiplier:  +½.

■ Attack Versus Limited Defense (AVLD) CostMultiplier:  +1 ½ or attacks which ordinarilyapply to regular deenses such as PD or ED; +¾ orattacks which ordinarily apply to exotic deenseslike Mental Deense or Power Deense.

■ Autofire Cost Multiplier:  +¼ or the abilityto fire a maximum o 2-3 shots; +½ or ability to

fire a maximum o 5 shots; 2x maximum or addi-tional +½ Advantage. Autofire costs an additional+1 i the Power is not applied against normaldeenses or i the Power does not require a normalAttack Roll. Te Cost Multiplier or ReducedEndurance is doubled or any Autofire Power.

■ Based On Ego Combat Value Cost Multiplier: +1 or basic BOECV; +¾ i target can choosewhether standard deenses or Mental Deenseapplies; +1 ½ i character can choose whetherstandard deenses or Mental Deense applies; +¾ inormal Range Modifier applies.

■ Cumulative Cost Multiplier:  +½; 2x the

amount o points o Power which can be addedor each additional +¼.

■ Damage Shield Cost Multiplier:  +½; additional+¼ to do Shield’s damage to targets with HH attacksother than Grab.

■ Delayed Effect Cost Multiplier:  +¼; doublenumber o Powers character can have in use oractivated at once or each additional +¼.

■ Diffi cult o Dispel Cost Multiplier:  +¼.

■ Does BODY Cost Multiplier:  +1.

■ Does Knockback Cost Multiplier:  +¼.

■ Double Knockback Cost Multiplier:  +¾.

■ Duration Cost Multiplier:  +1 or Continuous; +½or Persistent (Power must already have 0 END cost);+¼ or Inherent (Power must already be 0 END, Per-sistent, and Always On).

■ Explosion Cost Multiplier:  +½; the Explosion willlose a DC/5 Active Points 1” more slowly or everyadditional +¼.

■ Hole in the Middle Cost Multiplier:  +¼ i thehole has a fixed size, or +½ i the size o the holecan be changed each time the Power is

used.

■ Indirect Cost Multiplier:  +¼ i the attack

always originates at the same location and is alwaysaimed/fired away rom the attacker; +½ i theattack can originate rom any location but is alwaysaimed/fired away rom attacker; +¾ i the attackcan come rom any location and can be aimed/firedin any direction.

■ Invisible Power Effects Cost Multiplier:  +½ or aPower invisible to one argeting Sense Group, +¼ ora Power Invisible to one Nontargeting Sense Group;+¼ or each additional Sense Group; +1 Advantageto be Invisible to all Sense Groups (or +½ or Mentalpowers); +¼ or a Power which is invisible to oneSense or in very limited circumstances; x2 cost to hidethe effects o use o the Power.

■ MegaScale Cost Multiplier: See table.

  Value Length/Area Of One Hex Examples  +0 2m Personal; man size  +¼ 1 km City   +½ 10 km County   +¾ 100 km State  +1 1,000 km Nation, continent

  +1 ¼ 10,000 km Planet  +1 ½ 100,000 km Lunar (Earth to the Moon = 384,000 km)  +1 ¾ 1 million km  +2 10 million km Astronomical unit (1 AU = 150 million km, the distance rom  Earth to the Sun)  +2 ¼ 100 million km  +2 ½ 1 billion km  +2 ¾ 10 billion km Solar system (Earth’s solar system = 500 AU in diameter)  +3 100 billion km  +3 ¼ 1 trillion km  +3 ½ 10 trillion km 1 light-year; 1 parsec (3.26 light-years)  +3 ¾ 100 trillion km 10 light-years  +4 1 quadrillion km 100 light-years  +4 ¼ 10 quadrillion km 1,000 light-years (the Milky Way Galaxy is approximately   100,000 light-years in diameter)

MEGASCALE TABLE

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HERO SYSTEM RESOURCE KIT

■ No Normal Defense Attack Cost Multiplier:  +1,or +½ or switching to an equally common deenseor i the deense is extraordinarily common.

■ Penetrating Cost Multiplier:  +½.

■ Personal Immunity Cost Multiplier:  +¼.

■ Range Advantages Cost Multipliers: Increased Maximum Range o 5x a Power’s maxi-

mum range or +¼; Line O Sight or +½; NoRange Modifier or +½.

■ Ranged Cost Multiplier:  +½.

■ Reduced Endurance Cost Multiplier:  HalEND cost is a +¼ Advantage; 0 END is a +½Advantage.

■ Sticky Cost Multiplier:  +½ (or +¼ i reeing one victim rees all victims).

■ ime Delay Cost Multiplier:  +¼.

■ ransdimensional Cost Multiplier:  +½ to affecttargets in a single dimension; an additional +¼ toaffect targets in a related group o dimensions, onedimension at a time; an additional +¼ to affect tar-gets in any dimension, one dimension at a time.

■ rigger Cost Multiplier:  +¼ or a set rigger,+½ or a rigger which can be changed each timethe Power is used; ¼ less cost i rigger can Misfire.

■ Uncontrolled Cost Multiplier:  +½ Advantage; thePower must already be Constant.

■ Usable On Others Cost Multiplier:  See able

.■ Variable Advantage Cost Multiplier:  Double the value o the Advantages the character can apply tothe Power; -¼ less or a limited group o Advantages(minimum cost o Advantage is +½).

USABLE ON OTHERS TABLE Advantage ValueUsable By Other +¼Usable Simultaneously +½Usable As Attack +1

  Additional Advantage ValueRanged +½2x argets or 2x Mass +¼Line O Sight Not NeededAfer Initial Use Persistent

POWER LIMITATIONS

Real Cost = Active Cost / (1 +

 Total Bonus from all Limitations)

■ Activation Roll Limitation: See table.

■ Variable Special Effects Cost Multiplier:  +¼ orspecial effects rom a Limited Group; +½ or any

special effect.

 ACTIVATION ROLL TABLE  Roll Bonus Burnout Jammed  8- -2 -1 ½ -2 ½  9- -1 ½ -1 ¼ -2  10- -1 ¼ -1 -1 ¾  11- -1 -¾ -1 ½ 12-, 13- -¾ -½ -1 ¼  14- -½ -¼ -1  15- -¼ +0 -¾

■ Always On Limitation: -½.

■ Charges Limitation:

CHARGES TABLE  Boostable RecoverableNumber Charges Charges Charges

  Of Uses Value Value Value  1 -2 N/A -1 ¼  2 -1 ½ -1 ¼ -1  3 -1 ¼ -1 -¾  4 -1 -¾ -½  5-6 -¾ -½ -¼  7-8 -½ -¼ -0  9-12 -¼ -0 +¼  13-16 -0 +¼ +½  17-32 +¼ +½ +¾  33-64 +½ +¾ +1  65-125 +¾ +1 +1 ¼

  126-250 +1 +1 ¼ +1 ½  251-500 +1 +1 ½ +1 ¾  and so orth.

CONTINUING CHARGES  Change InDuration Charge LimitationFull Phase No changeExtra Phase -1 level on Charges table1 urn -2 levels on Charges table1 Minute -3 levels on Charges table5 Minutes -4 levels on Charges table20 Minutes -5 levels on Charges table...and so orth

Clips: Tis represents a Power whose Charges arebroken down into several smaller “clips” o ewerCharges. Charges are normally purchased in a single“clip” — that is, all the Charges are available at alltimes. By taking a Limitation Bonus one level downon the Charges able (i.e., by reducing the value othe Limitation by ¼), the character can have 2x thenumber o clips o those Charges. I moving one leveldown the table means that Charges goes rom beinga Limitation to an Advantage, then the character canhave 4x the number o clips.

Continuing Charges:

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22 HERO SYSTEM RESOURCE KIT

Boostable Charges:  Every extra Charge spentincreases the Power by +1 Damage Class (or +5Active Points or non-Attack Powers). No more thanour Charges (+4 DC/+20 Active Points) can be spentthis way.

Fuel Charges:  Characters can also use Charges torepresent the uel which powers a vehicle, the supplyo air provided by a gas mask, or the like. o simulate

this, buy the Power with 1 Continuing Charge, withthe Charge lasting or however long the Power cancontinuously operate, but reduce the value o theLimitation by ¼.

Recoverable Charges: Te value or RecoverableCharges is 2 levels down on the table.

Increased Recovery ime:  For every step down theime Chart below 1 Day which it takes beore thecharacter can use the Power again, increase the valueo Charges by -½.

Charges Never Recover:  Charges which NeverRecover are worth an additional -2 Limitation.

■ Concentration Limitation: -¼ or hal DCV;

-½ or 0 DCV; an additional -¼ i character istotally unaware o nearby events. Values aredoubled i Power is Constant and character mustConcentrate throughout.

CONCENTRATION TABLEConcentration Effect Bonus½ DCV -¼0 DCV -½

ModifiersCharacter is totally unawareo nearby events -¼

Must Concentrate through-out use o Constant Power x2

■ Duration Limitation: -½ or Instant; -¼ orNonpersistent.

■ Endurance Limitations: Costs Endurance (-¼ icosts END to activate only; -½ i costs END everyPhase); Increased Endurance Cost (see table).

INCREASED ENDURANCE COST  Endurance  Multiple Limitation  x 2 -½  x 3 -1  x 4 -1 ½  x 5 -2  x 6 -2 ½  x 7 -3  x 8, x9 -3 ½  x 10 -4

■ Extra ime Limitation:

EXTRA TIME Time Period/Duration ValueDelayed Phase -¼Extra Segment -½Full Phase -½Extra Phase -¾

1 urn (Post-Segment 12) -1 ¼1 Minute -1 ½5 Minutes -220 Minutes -2 ½1 Hour -36 Hours -3 ½1 Day -41 Week -4 ½1 Month -51 Season (3 months) -5 ½1 Year -65 Years -6 ½25 Years -71 Century -7 ½

■ Focus Limitation: See table.

FOCUS VALUE TABLE  Value Type of Focus  -¼ Inobvious, Inaccessible (IIF)  -½ Inobvious, Accessible (IAF)  -½ Obvious, Inaccessible (OIF)  -1 Obvious, Accessible (OAF)

  Modifiers  Mobility   -¼ Arrangement  -½ Bulky (½ DCV)  -1 Immobile

 Breakability 

  -¼ Fragile  +0 Durable

 Expendability   -¼ Diffi cult to obtain new Focus  -½ Very Diffi cult to obtain new Focus  -1 Extremely Diffi cult to obtain

new Focus

■ Gestures Limitation: -¼; -½ i the Power is Con-stant and requires Gestures throughout; an additional-¼ i both hands are required to perorm Gestures.

■ Gradual Effects Limitation:

GRADUAL EFFECT TABLE

 Time Period/Duration Value1 urn (Post-Segment 12) -¼1 Minute -½5 Minutes -¾20 Minutes -11 Hour -1 ¼6 Hours -1 ½1 Day -1 ¾1 Week -21 Month -2 ¼and so orth.

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HERO SYSTEM RESOURCE KIT

■ Incantations Limitation: -¼; -½ i the Power isConstant and requires Incantations throughout.

■ Independent Limitation: -2.

■ Limited Power Limitation: See tables

LIMITED POWER GUIDELINES  Value Effect On Power 

  -0 Power loses less than a ourth o itseffectiveness

  -¼ Power loses about a ourth o itseffectiveness

  -½ Power loses about a third o itseffectiveness

  -1 Power loses about hal itseffectiveness

  -1 ½ Power loses about two-thirds o itseffectiveness

  -2 Power loses almost all o itseffectiveness

LIMITED POWERS EXAMPLES  Bonus Power Limitation  -¼ to -2 Limited Power: Power loses some

o its effectiveness (bonus isbased on how much is lost)

  -1 Power Only Works On Women  -¾ Power Does No SUN (only

works or attacks which nor-mally do SUN)

  -¼ or -½ Power Does Not Work OnDwarves (exact value dependsupon how common dwarves arein the campaign)

  -¼ Power Cannot Be Bounced  -¼ Power Cannot Be Pushed

  -¼ to -2 Conditional Power: Poweronly works in a given situation(bonus is based on how ofen thesituation occurs)

  -¼ Power Only Works In Daylight  -¼ Power Only Works While

Character Is ouching TeGround

  -½ Power Only Works In Darkness  -1 Power Only Works In wilight  -1 ½ Power Only Works In Water  -1 ½ Power Only Works During

Natural Rainstorms  -2 Power Only Works In ornadoes  -2 Power Only Works In Intense

Magnetic Fields  -2 Power Only Works Under A Full

Moon

  -¼ to -2 Conditional Power: Power doesnot work in a given situation(bonus is based on how ofen thesituation occurs)

  -½ Power Does Not Work InDarkness

  -¼ Power Does Not Work In Water  -¼ Power Does Not Work In Intense

Magnetic Fields

CONDITIONAL POWERSGUIDELINES

 Value Conditional Situation/Circumstance Is  -0 Very Uncommon (character will

rarely, i ever, be limited)  -¼ Uncommon (character will be limited

about a ourth o the time)

  -½ Common (character will be limitedabout a third o the time)  -1 Very Common (character will be lim-

ited about hal the time)  -1 ½ Extremely Common (character will

be limited over hal the time)  -2 Ubiquitous (character will almost

never get to use power)

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24 HERO SYSTEM RESOURCE KIT

LINKED TABLE  Value Limitation  -½ Lesser Power is Linked to greater Power; character can use greater Power without using lesser

Power, but can only use lesser Power i he also uses greater Power; character must use lesserPower in proportion to greater Power.

  -¼ Greater Power is Linked to lesser Power; character can use lesser Power without using greaterPower, but can only use greater Power i he also uses lesser Power; character must use greaterPower in proportion to lesser Power.

  Modifiers  ¼ more Limitation Lesser Power can only be used when character uses greater Power at ull value  ¼ less Limitation Linked Power need not be used proportionately to Power with which it is Linked  ¼ less Limitation Greater Power is Constant or in use most or all o the time  ¼ less Limitation Lesser Instant Power can be used in any Phase in which greater Constant Power is in

use

REQUIRES A SKILL ROLL Value Limitation  -½ Basic RSR Limitation - requires a

3/2 Skill, Active Point penalty toSkill Roll is -1 per 10 Active Points

  -¾ wo RSRs on same Power (see text)  Luck roll as RSR   -1 One level o Luck required

  -1 ½ wo levels o Luck required  -2 Tree levels o Luck required

 Modifiers¼ less Limitation Background Skill used

or RSR Varies Characteristic Roll or

PER Roll used or RSR- use Activation RollValue able todetermine value oLimitation

½ less Limitation No Active Point penaltyto Skill Roll

¼ less Limitation Active Point penalty toSkill Roll is -1 per 20

Active Points½ more Limitation Active Point penalty

to Skill Roll is -1 per 5Active Points

¼ less Limitation Variable RSRs (playerchooses which o twoSkills to use with thePower)

¼ more Limitation RSR Skill is subject toSkill Versus Skillcontests

SIDE EFFECTS  Value Side Effect  -¼ Minor Side Effect: 15 Active Points, or one-ourth o the Active

Points in the Power (whichever is greater), or some other minor ortrivial effect

  -½ Major Side Effect: 30 Active Points, or hal o the Active Points inthe Power (whichever is greater)

  -1 Extreme Side Effect: 60 Active Points, or the Active Points in the

Power (whichever is greater)

  Modifiers  x2 value Side Effect occurs automatically whenever Power is

used (or is bought or a Power which always works) ¼ more Limitation Side Effect applies to a Constant Power which requires

an Activation Roll ¼ more Limitation Side Effect affects both character and environment/

recipient o Power’s benefits  ¼ less Limitation Side Effect always occurs whenever the character does

some specific act  ¼ less Limitation Side Effect does a predefined amount o damage  ¼ less Limitation Side Effect only affects the environment near the

character  ¼ less Limitation Side Effect only affects the recipient o the benefits o

the Power

■ Linked Power Limitation: See table.

■ No Conscious Control Limitation:  -2; or -1or a Power which character can use at will, butwhose eects he cannot control.

■ Only In Heroic Identity Limitation:  -¼.

 Range Limitations Limitation:  -½ or NoRange; -¼ or Limited Range; -¼ or Range BasedOn Strength; -¼ or Reduced By Range; -¼ orSubject o Range Modifier.

■ Reduced Penetration Limitation: -¼.

■ Requires A Skill Roll Limitation:  See table.

■ Restrainable Limitation: -½; -¼ or Powerswhich are Restrainable by means other than Grabsand Entangles.

 Side Effects Limitation: See table■ Variable Limitations Limitation:  x2 limitation value

■ Visible Limitation:  -¼

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HERO SYSTEM RESOURCE KIT

POWER FRAMEWORKS

ELEMENTAL CONTROLCreating an EC is basically a two-step process:1. Te character pays Character Points or the

pool o points which orm the base EC.

2. Te character pays Character Points or eachslot, or Power, in the EC. Te number o points spenton each slot must equal or exceed the number opoints spent on the base EC.

Te total Active Points o the Power in each slotis equal to the total o the points in the base EC plusthe points spent on the slot. For example, an EC witha base o 30 points and a slot with 30 points’ wortho Energy Blast gives the character an Energy Blast12d6 — add the base cost and the slot’s cost togetherto determine the Active Points in the Power. Tus,the minimum total Active Points in any Power istwice the points in the EC’s base pool o points.

MULTIPOWERA character with a Multipower has several di-

erent Powers which draw rom a common pool oCharacter Points (known as a Multipower reserve).Afer buying the Multipower reserve, the characterbuys the Powers which draw off o the reserve. Techaracter may change the distribution o reservepoints rom Phase to Phase, but because the pointsare shared, generally he cannot use all the Powersin the Multipower at ull power at the same time.

No Power in a Multipower can have an ActivePoint cost greater than the base cost  o the Multip-ower reserve. Even i an Advantage is taken on theMultipower reserve, each slot still cannot exceedthe base (unmodified) cost o the reserve.

A character pays Character Points or thereserve and or each power (also called a “slot”) inhis Multipower. First, he takes the base cost o thePower he wants. Ten he applies any Advantagesor Adders he wants to determine the Active Pointsin the power. Ten he applies any Limitations hewants to take or the power to derive a Real Pointcost. Lastly, he divides the Real Point cost by 10 orby 5, depending on how he can use the slot.

For a Fixed Slot  (or “ultra”), the cost o theslot equals its Real Points divided by 10. Fixedslots must take up the ull amount o Multipowerreserve points assigned to them. A character doesn’thave to use a Power in a fixed slot at ull effect, butit still uses up its ull amount o Multipower reservepoints.

For a Flexible Slot  (or “multi”), the cost o theslot equals its Real Points divided by 5. Te maxi-mum amount o reserve points which may be putinto the slot equals the Active Points in the powerin the slot. A character may use a Flexible slot atreduced effect, and only use up that much o theMultipower reserve points.

■ Multipower Cost:  1 Character Point or every 1Character Point in the Multipower reserve; maxi-

mum possible Active Points in Fixed slot = 10 x costo slot; maximum possible Active Points in a Flex-ible slot = 5 x cost o slot.

 VARIABLEPOWER POOLS

A character with this Power Framework estab-lishes a pool o Character Points which he can use tocreate any Power, or any Power with a given specialeffect. Tink o a Variable Power Pool (“VPP”) as aMultipower which has all o the Powers o a certain

type or special effect. Te character distributes thepoints in the Power Pool among whatever Powers hewants to have at a given time.■ Variable Power Pool Cost:  Pool cost is 1 CharacterPoint per 1 Character Point in Pool, Control Cost = ½Pool Cost. A Skill to modiy the VPP, i desired, costs 3points or a 9 + IN/5 roll, +1 to the roll per +2 points.

 VARIABLE POWER POOL LIMITATIONS

 Value Limitation  -½ VPP Can Only Be Changed Between Adventures (takes days)  -½ VPP Powers Can Be Changed Only In Given Circumstance (or

example, character must touch target; only under a ull moon;

only when character has access to his bulky spell book and time tostudy it; only in a lab or arsenal)

  -½ Character Has No Choice Regarding How Powers Change (he cancontrol when they change — he just can’t control what new Powershe gets when the Pool changes)

  -1 Character Has No Choice Regarding When Or How Powers Change  (this ofen reflects a given circumstance,e.g., Powers ChangeDuring Full Moons)

  -¼ Slightly Limited Class o Powers available (or example, OnlyMagic, Only Attacks)

  -½ Limited Class o Powers available (or example, Only AdjustmentPowers, Only Powers Which Te arget Has, Only Fire Powers,Only Elemental Magic)

  -1 Very Limited Class o Powers available (or example, Only Drains,Only Necromancy Powers)

DISADVANTAGES

 ACCIDENTAL CHANGE Value Circumstances  5 Uncommon Circumstance  10 Common Circumstance  15 Very Common Circumstances

 Value Chance To Change  +0 Inrequently (8-)  +5 Frequently (11-)  +10 Very Frequently (14-)

  +15 Always

AGE

A character who is over 40 receives a 5-pointDisadvantage. A character who is over 60 receives a10-point Disadvantage. A character who is age 10 oryounger receives a 15-point Disadvantage

Characters in campaigns which do not imposeNormal Characteristic Maxima as a deault can takeNormal Characteristic Maxima as a Disadvantageor 20 Character Points. Tis requires them to abideby the restrictions o NCM, including paying doubleor Characteristics above the Maximum Value. Forexample, every point o SR above 20 would cost 2

Character Points.

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26 HERO SYSTEM RESOURCE KIT

 AGE

  Age Age AgeCharacteristic Normal 40+ 60+ 10-SR 20 15 10 5DEX 20 20 20 12CON 20 15 10 8BODY 20 15 10 8IN 20 25 30 15EGO 20 25 30 8PRE 20 25 30 8COM 20 20 20 16PD 8 6 4 3ED 8 6 4 3SPD 4 4 4 2REC 10 8 6 3END 50 40 30 30SUN 50 40 30 15Running 10” 8” 6” 6”Swimming 5” 4” 3” 3”Leaping 5” 3” 2” 2”

DEPENDENCE

 Value Dependent Substance is  5 Very Common/Easy o Obtain  10 Common/Diffi cult o Obtain

  15 Uncommon/Extremely Diffi cult oObtain

 Value Effect  Damage: Te character takes

damage as described in the text.  +5 1d6  +10 2d6  +15 3d6  +5 Character’s Powers Are Affected:

14- Activation Roll  +10 Character’s Powers Are Affected:

11- Activation Roll  +5 Incompetence: -1 to Skill Rolls and

related rolls per time increment  +5 Weakness: -3 to Characteristics per

time increment  Time Before Value Suffering Effects  +25 Segment

+20 Phase+15 urn+10 1 Minute+5 5 Minutes+0 20 Minutes-5 1 Hour

-10 6 Hours-15 1 Day 

...and so forth  +5 Addiction

DEPENDENT NPCS

 Value The DNPC is

  10 Incompetent (-20 points or lower)  5 Normal  0 Slightly Less Powerful than the PC  -5 As powerful as the PC  -5 DNPC has useful noncombat posi-

tion or skills  +5 DNPC is unaware of character’sadventuring career/Social Limita-tion: Secret Identity 

 Value Appearance  +5 8- (Infrequently)  +10 11- (Occasionally)  +15 14- (Frequently)

 Value Number of DNPCs  +5 Group DNPC: for every x2 DNPCs

DISTINCTIVE FEATURES

 Value Concealability   5 Easily Concealed  10 Concealable (with Disguise Skill or

major effort)  15 Not Concealable

 Value Reaction

  +0 Feature is Noticed and Recognizable  +5 Feature is Always Noticed and

Causes Major Reaction or Prejudice  +10 Feature Causes Extreme Reaction

(abject fear, unabiding lust, utterdisgust)

 Value Sensing

  -0 Feature Detectable By Commonly-Used Senses (Sight, Hearing) and/or

By Virtually Everyone  -5 Feature Detectable By Uncom-

monly-Used Senses (Smell, ouch,aste) and/or By Large Group and/or By Simple ests

  -10 Feature Detectable Only By UnusualSenses (Detects) and/or Only By ASmall Group and/or Only Byechnology Or Major Effort

  -5 Distinctive Feature Is Not Distinc-tive In Some Cultures Or Societies

ENRAGED/BERSERK 

 Value Circumstances

  5 Uncommon circumstance  10 Common Circumstances  15 Very Common Circumstances  +10 Berserk 

 Value Chance to Become Enraged

  +0 8-  +5 11-  +10 14-

 Value Chance to Recover   +0 14-  +5 11-  +10 8-

Even if a character has Age or Normal Charac-teristic Maxima, Powers or alents which raise hisCharacteristics affect them normally — such abilitiesare not counted against the Characteristic Maximaor subject to the “double cost” rule mentioned above.Examples include Aid, Growth, Lightning Reflexes,and Characteristics bought as Powers. Tus, a char-acter with Normal Characteristic Maxima and SR20 who buys +40 SR through a Focus only pays 40

Active Points for that SR, not 80.

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HERO SYSTEM RESOURCE KIT

HUNTED

 Value Capabilities

  5 Hunter is Less Powerul than PC  10 Hunter is As Powerul as PC  15 Hunter is More Powerul than PC  +5 Hunter has extensive Non-Combat

Influence (NCI)  -5 Hunter is limited to a certain

geographical area  +5 PC has a Public Identity or is

otherwise very easy to find

 Value Appearance

  +0 8- (Occasionally)  +5 11- (Frequently)  +10 14- (Very Frequently)

 Value Motivation

  -10 Watched:  Hunter is only Watchingthe character

  -5 Hunter desires to Mildly Punish thecharacter (deportation, fining,question, thef o possessions)

  -0 Hunter desires to Harshly Punish

the character (imprison, enslave,kill)

PHYSICAL LIMITATION

 Value Limitation Occurs

  5 Inrequently   10 Frequently   15 All the ime

 Value Limitation Impairs

  +0 Slightly   +5 Greatly   +10 Fully 

PSYCHOLOGICAL LIMITATION

 Value Situation is

  5 Uncommon  10 Common  15 Very Common

 Value Intensity is

  +0  Moderate: Decides character’s choice o targets and reaction to situa-tions; character may only change actions i he makes an EGO Roll at+5.

  +5 Strong: Character takes irrational actions concerning the situation,may only change actions i he makes an EGO Roll.

  +10 Total: Character becomes totally useless or completely irrational inthe situation, and will not change his mind or any reason; EGO Rollat -5 (minimum) required to change actions (i the GM allows sucha roll at all)

REPUTATION Value Recognized

  5 Sometimes (8-)  10 Frequently (11-)  15 Almost always (14-)  +5 Extreme Reputation  -5 Reputation Is Known Only o A

Small Or Limited Group

RIVALRY 

 Value Rivalry Situation

  5 Proessional or Romantic Rival  10 Proessional and Romantic Rival

 Value Rival’s Power or Authority 

  -5 Rival is Less Powerul than charac-ter or is in an Inerior Position

+5 Rival is More Powerul than char-acter or is in a Superior Position(superior rank, numerical superior-ity, wealthier)

  +10 Rival is Significantly More Power-ul than character or is in a VerySuperior Position (engaged/marriedto romantic interest, very superiorrank, much greater wealth thancharacter, significant social or politi-cal power, greatly outnumbers char-acter)

  +5 Rival is a Player Character

 Value Fierceness of Rivalry 

  +0 Character seeks to Outdo, Embar-rass, or Humiliate Rival  +5 Character seeks to Harm or Kill

Rival

 Value Knowledge of Rivalry 

  -5 Rival is Unaware o Rivalry   +0 Rival is Aware o Rivalry 

PHYSICALLIMITATIONSEXAMPLES:

No Hands (All Teime, Fully Impairin25 Character Points.

Unable To Walk  (Frequently, Fully Impair

ing): 20 CharacterPoints.

Blindness (All Teime, Fully Impairin25 Character Points.

Missing One Eye(Inrequently, GreatlyLimiting): 10 CharacPoints.

Heavy Sleeper (Inrequently, Slightly Imping): 5 Character Po

Permanently AlteredSize/Density  

■Character Is 6,400 (All Te ime, GreatImpairing): 20 Charter Points

■ Character Is Alway4” all (All Te imeGreatly Impairing): Character Points

■ Character Is AlwayTree Feet all (All Time, Slightly Impairing): 15 CharacterPoints

■ Character Is One-

Fourth Density (All Time, Slightly Impairing): 15 CharacterPoints

PSYCHOLOGICALIMITATIONSEXAMPLES:

Code Of Chivalry  (Common, otal): 2points

Code Versus Killing(Common, otal): 20

pointsHonorable (alwayskeeps word, never takadvantage o a situatio(Common, otal): 20points

Claustrophobia(Uncommon, otal): points

Paranoid (VeryCommon, Strong): 20points

Hatred Of Orcs(Common, Strong): 1

points

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28 HERO SYSTEM RESOURCE KIT

SOCIAL LIMITATION Value Circumstances Occur   5 Occasionally (8-)  10 Frequently (11-)  15 Very Frequently (14-)

 Value Effects of Restrictions  +0 Minor (inconvenience but little

danger; that which is taken away can,

eventually, be recovered or restored)(character may be fired, disowned, orsuffer other minor problems)

  +5 Major (there is a risk o potentialinjury or extreme inconvenience;that which is taken away can onlybe restored with great diffi culty)(character may suffer imprisonment,be required to undertake dangeroustasks, and so orth)

  +10 Severe (extreme risk o death orinjury; that which is taken awaycannot be restored)

  -5 Social Limitation Is Not Limiting InSome Cultures Or Societies

SUSCEPTIBILITY  Value Condition is  5 Uncommon  10 Common  15 Very Common

 Value Take Damage Every   +0 Effect is instant  +15 Segment  +10 Phase  +5 urn  0 Minute  -5 5 minutes...and so orth

 Value Number of Dice+0 1d6

  +5 2d6  +10 3d6

UNLUCK

Unluck is worth 5 Character Points per 1d6.When determining whether Unluck affects him,the character rolls his Unluck dice; each “1” whichappears on the dice counts as one level o Unluck.

UNLUCK  Levels Possible Effects

  1 Te character slips and is put at a dis-advantage in combat, the computermalunctions, the character loses a vital clue or piece o equipment, or acomplete stranger picks a fight.

  2 Bystanders get between the charac-ter and his target, normally riendlypeople are unwilling or unable tohelp the character, the character’s bowbreaks at an inopportune moment,a vacuum suit temporarily malunc-tions, or an attack misses its targetand injures a riend.

  3 Te character is suddenly Stunnedin a fight by alling debris, anotherenemy shows up, a downed enemy isrevived by a spectacular coincidence,the character’s jetpack shuts off inflight, or an airlock opens acciden-tally. Incredibly bad coincidence ispossible.

  4+ Like three levels, only the bad luckstarts to affect the character’s riendsor comrades. An entire team’s space-suits might ail, all ammunition mightturn out to be duds, several Huntedsmight show up simultaneously, andso orth.

 VULNERABILITY  Value The Attack is

5 Uncommon  10 Common (a group o Uncommon

attacks, or a single Common attack)  15 Very Common (a group o

Common attacks).

 Value Vulnerability Multiplier   +0 x 1 ½ (arget takes 1 ½x damage)  x2 x2 (arget takes 2x damage)

SOCIAL LIMITATIONEXAMPLES:

Secret Identity  (Fre-quently, Major): 15points (or Severe [20points]).

Public Identity  (Fre-quently, Major): 15points (or Severe [20points]).

Famous (Frequently,Minor): 10 points.

Minority  (Very Fre-quently, Minor): 15points.

Subject o Orders(Very Frequently,Major): 20 points (orSevere [25 points]).

Slave (Very Frequently,Major): 20 points.

Attainder/Corruption

Of Te Blood (Occa-sionally, Minor): 5points.

Harmful Secret (Occa-sionally, Minor): 5points.

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HERO SYSTEM RESOURCE KIT

EQUIPMENT CREATION

 AUTOMATON POWERS

■ Cannot Be Stunned Cost: 15 Character Points.

■ Does Not Bleed Cost: 15 Character Points.

■ No Hit Locations: 10 Character Points.

■ akes No SUN Cost: 45 Character Points to takeonly BODY and to lose abilities each time an attackdoes BODY; 60 Character Points to only take BODY.

COMPUTER CHARACTERISTICSCharacteristic Starting Value Cost

INT 10 1EGO 10 (AIs only) 2DEX 10 3SPD 1 + (DEX/10) 10

NormalComputers have: AIs have:1) Characteristics: 1) Characteristics:DEX, INT, SPD DEX, INT, EGO, SPD2) Skills 2) Skills3) No Psychological 3) PsychologicalLimitations Limitations4) Programs (1 pt each) 4) Programs (1 pt each)5) No self will 5) Self will: can initiate

own actions with EGORoll.

 VEHICLE CHARACTERISTICSCharacteristic Starting Value CostSR 10 1BODY 10 1Size 1 hex See Size able

For VehiclesDEF 2 3DEX 10 3SPD 1 + (DEX/10) 10Movement: 6” Ground See Vehicle  Movement Movement able

Length Width Area(hexes) (hexes) (hexes) Mass DCV SR KB BODY Example  1 .5 .5 100 kg 0 10 0 10 Motor bike  1.25 .64 .8 200 kg 0 15 -1 11 Motorcycle  1.6 .8 1.25 400 kg -1 20 -2 12 Gol Cart  2 1 2 800 kg -2 25 -3 13 Compact  2.5 1.25 3.2 1.6 ton -2 30 -4 14 Station Wagon  3.2 1.6 5 3.2 ton -3 35 -5 15 Limousine  4 2 8 6.4 ton -4 40 -6 16 Lear Jet  5 2.5 12.5 12.5 ton -4 45 -7 17 Fighter (F-16)

6.4 3.2 20 25 ton -5 50 -8 18 ank   8 4 32 50 ton -6 55 -9 19 Locomotive  10 5 50 100 ton -6 60 -10 20 Large Cargo Plane  12.5 6.4 80 200 ton -7 65 -11 21 ICBM  16 8 125 400 ton -8 70 -12 22 rawler  20 10 200 800 ton -8 75 -13 23 Cutter  25 12.5 320 1.6 kton -9 80 -14 24 Freighter  32 16 500 3.2 kton -10 85 -15 25 Destroyerand so orth

 VEHICLE SIZE TABLE

LIMITED DEFENSE TABLECoverage Protects Limitation60 Degrees (one hex side) -1180 Degrees (3 consecutive hex sides) -½

 Additionally Only on the same horizontal Level -¼Coverage does not protect passengers(like a motorcycle or skateboard) -½

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30 HERO SYSTEM RESOURCE KIT

 VEHICLE MOVEMENT TABLEMovement Mode Cost per 1” BaseGround Movement 2 points 6”Flight 2 points 0”Swimming 1 point 2”Gliding 1 point 0”Leaping 1 point 0”Swinging 1 point 0”eleportation 2 points 0”unneling 5 points 0”Extra-DimensionalMovement N/A — 20 pointsFL ravel N/A — 10 pointsClinging N/A — 10 points

BASE CHARACTERISTICSCharacteristic Starting Value CostBODY 2 1DEF 2 3Size 8 hexes See Base  Size able

Limited Maneuverability Some vehicles are so unwieldy that, regardless

o their urn Mode, they cannot turn around in aPhase. Vehicles with this -¼ Limitation can onlymake a maximum o two equally spaced turns(instead o the 3 or more usually needed to turnaround) over the course o a Phase while moving

at Combat Movement speeds. When moving atNoncombat Movement speeds, a vehicle withthis Limitation can only make one turn over thecourse o the Phase.

Stall VelocityStall Velocity means a flying vehicle has to

maintain a certain airspeed or risk stalling. Ordi-narily, vehicles with Flight have no stall velocity,so their flight is effectively momentumless — theycan hover in place, fly straight upward, and soorth. However, i you buy a vehicle’s Flight withthis Limitation, the vehicle may “stall” i it is notflying quickly enough to exceed its stall velocity.

(O course, this does not prevent the vehicle romslowing down to land; any flying vehicle can saelydo that.)

I the Stall Velocity is hal the vehicle’s maxi-mum combat velocity, then this is a -¼ Limitation.I the Stall velocity equals the vehicle’s combat velocity, then this is a -½ Limitation (such a vehi-cle could only stay airborne by making Full Movesevery Phase or moving at Noncombat Movement velocities).

A stalled vehicle is at ½ DCV and begins toall normally. A skilled pilot (one with the SkillCombat Piloting ) can attempt to pull out o a stallby succeeding with a Combat Piloting roll.

BASE SIZE TABLE  Length Width Area  Cost (hexes) (hexes) (hexes) DCV   0 4 2 8 -4  2 5 3 15 -4  4 6.4 3.2 20 -5  6 8 4 32 -6  8 10 5 50 -6  10 12.5 6.4 80 -7  12 16 8 125 -8  14 20 10 200 -8  16 25 12.5 320 -9  18 32 16 500 -10  20 40 20 800 -10  22 50 25 1,250 -11  24 64 32 2,000 -12  26 80 40 3,200 -12  28 100 50 5,000 -13  30 125 64 8,000 -14  32 160 80 12,500 -14  34 200 100 20,000 -15  36 250 125 32,000 -16

BASE LOCATION TABLELocation Cost

City 0Suburb 5Distant 10

ModifiersFloating in water +5Deep Wilderness +5Airborne +10Underwater +15Underground +20In Space +25Another Dimension +30

LIMITED ARC OF FIRE Arc Of Fire BonusOne hex row -¾60 degrees -½180 degrees -¼

 Additionally Only on samehorizontal level -¼

 VEHICLE AND BASE

DISADVANTAGESDependent NPC

Distinctive Features

Publicly Known

Unluck 

Vulnerability 

Hunted (Watched)

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HERO SYSTEM RESOURCE KIT

COMBAT SUMMARY Combat Sequence Checklist1) Determine the attacker’s Offensive Combat Value

(OCV). Base OCV is DEX/3.

2) Determine the target’s Deensive Combat Value(DCV). Base DCV is DEX/3 or is based on an object’ssize.

3) Attacker makes an Attack Roll (3d6). o hit thetarget, the attacker must roll less than or equal to (11+ attacker’s OCV - target’s DCV).

4) I the Attack Roll ails, the attack misses, and theattacker’s Phase ends. Te GM moves on to the nextcharacter who has a Phase in that Segment.

5) I the Attack Roll succeeds, the attacker hits; deter-mine the damage and any effects o damage. Teattacker’s Phase ends; the GM moves on to the nextcharacter who has a Phase in that Segment.

 The Basic Attack RollWhether an attack actually hits a target is

determined by a 3d6 Attack Roll. All Attack Rolls,regardless o the orm o the attack, are deter-mined as ollows:

 Attack Roll = (11 + Attacker’s OCV - Target’s DCV) or less

I the GM does not want to reveal the target’sDCV to the player, another, mathematically iden-tical, way to determine whether an Attack Roll issuccessul is this:

(11 + Attacker’s OCV - 3d6 roll) =

the DCV the attack hit

Figuring OCV And DCV

Base OCV = Attacker’s DEX/3

Base DCV = Target’s DEX/3(see sidebar or details)

Normal Damage AttacksPunches, weapons like clubs, Energy Blasts,

and concussion explosions are Normal Damageattacks. Tis type o damage tends to knock anopponent out (by causing SUN damage) ratherthan kill him (by causing BODY damage). ForNormal Damage, the total on the dice is theamount o SUN damage the attack does. o deter-mine how much BODY damage it does, look at thenumbers rolled on the dice: a 1 is 0 BODY; a 2-5is 1 BODY, and a 6 is 2 BODY. Tus, a 6d6 NormalDamage attack which rolls 6, 5, 4, 4, 2, and 1 does

22 SUN and 6 BODY. Te number o BODY doneis usually close to the number o dice rolled.

Killing Damage AttacksClaws, knives, bullets, and similar attacks

do Killing Damage. Damage or Killing Damageattacks (which includes most weapons, KillingStrikes, and the like) is determined differently romNormal Damage attacks. Te total o the dice is thenumber o BODY applied to the target. o deter-mine the SUN done, the character rolls a SUNMultiplier — 1d6-1 (minimum o 1) — and multi-

plies the result by the amount o BODY done.

 Adding DamageTere are five ways you can add damage to an

attack: Combat Skill Levels, SR, Haymaker, Mar-tial Maneuvers, and movement (velocity). All othese methods suffer rom one significant restric-tion: no matter what you do, you cannot more thandouble the damage of the weapon or base attack. Tat means, or example, that i you’re using adagger (HKA 1d6-1, or two Damage Classes), youcan’t more than double that damage (1d6+1, or ourDamage Classes), no matter how you add damage.

DAMAGE CLASSES  ActiveDC Killing Normal 10-point* Points1 1 pip 1d6 ½d6 52 ½d6, 1d6-1 2d6 1d6 103 1d6 3d6 1 ½d6 154 1d6+1 4d6 2d6 205 1 ½d6, 2d6-1 5d6 2 ½d6 256 2d6 6d6 3d6 307 2d6+1 7d6 3 ½d6 358 2 ½d6, 3d6-1 8d6 4d6 409 3d6 9d6 4 ½d6 4510 3d6+1 10d6 5d6 5011 3 ½d6, 4d6-1 11d6 5 ½d6 5512 4d6 12d6 6d6 6013 4d6+1 13d6 6 ½d6 6514 4 ½d6, 5d6-1 14d6 7d6 7015 5d6 15d6 7 ½d6 7516 5d6+1 16d6 8d6 8017 5 ½d6, 6d6-1 17d6 8 ½d6 8518 6d6 18d6 9d6 9019 6d6+1 19d6 9 ½d6 9520 6 ½d6, 7d6-1 20d6 10d6 100and so orth.

* Tis column is included or the sake oconvenience; it shows the DCs o Powers suchas Drain or many NNDs, which cost 10 ActivePoints per 1d6.

OCV CHECKLIS

1) Determine baseOCV (character’DEX/3).

2) Add any applicab

Combat Skill Levwhich the characwishes to use toincrease his OCV

3) Apply any modifior the particularweapon or armobeing used.

4) Apply any modifior the particularCombat Maneuvor Martial Mane ver being used.

5) Apply any CombModifiers.

6) Apply the RangeModifier (i applcable).

7) Apply any othermodifiers.

8) Apply any modi-fiers which halveOCV (or otherwreduce it by a ration or percentag

DCV CHECKLIS

1) Determine baseDCV (character’DEX/3).

2) Add any applicabSkill Levels.

3) Apply any modifior the particularweapon, armor, oshield being used

4) Apply any modifi

or the particularCombat Maneuvor Martial Mane ver being used.

5) Apply any CombModifiers.

6) Apply any othermodifiers.

7) Apply any modi-fiers which halveDCV (or otherwreduce it by a ration or percentag

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32 HERO SYSTEM RESOURCE KIT

(Exceptions: Normal Damage weapons in Super-heroic campaigns; extra Damage Classes purchasedor unarmed  Martial Maneuvers; normal damageadded by movements; see page 271).

Combat Skill Levels:  In Heroic campaigns, acharacter can use two CSLs to increase the damagedone by a HH attack (whether Killing Damage orNormal Damage) by one Damage Class. In Super-

heroic campaigns, a character can use two CSLsto add +1 BODY to the damage done by a KillingAttack or +3 SUN to the damage done a NormalDamage attack.

SR:  In Superheroic campaigns, damage romHAs adds directly to the damage done by SR; anda character can add +1 DC to an HKA or every 5points o SR used with it (i.e., +1d6 or every 15points o SR). In Heroic campaigns, when weap-ons are involved, the character’s SR does not addto a weapon’s damage automatically — it only addsdamage i it exceeds the weapon’s SR Minimum.For every 5 points o SR the character has above

the weapon’s SR Minimum, he may add +1 DC odamage (Normal or Killing, as appropriate).

Haymaker and Martial Maneuvers:  ForNormal Damage (including SR damage), eachDamage Class added by a maneuver adds oneDamage Class to the attack. For Killing Damage,every two Damage Classes added by a Maneuveradd one Damage Class worth o damage to theattack.

Movement (Velocity):  Te extra damagerom movement is velocity/5 in DCs or Move Bys,and velocity/3 in DCs or Move Troughs.

Advantages:  For an attack that has Advan-tages, the ollowing rules apply:

Damage bonuses rom CSLs, Haymakers, andMartial Maneuvers are not affected by Advantages.Tey add to an attack which has Advantages at thesame rate, and by the same rules, as an attack whichhas no Advantages.

A character who has a Power Advantage on anHA (or other Normal Damage attack to which SRis added) does not also have to buy that Advantageor his SR if  the character only uses his SR upto the unmodified Active Point value o the HA,or i the unmodified Active Point value o the HAexceeds the character’s SR.

I a character adds SR damage to an Advan-taged HKA (or other Killing Damage attack), hisSR adds to the attack’s damage at a lesser rate. odetermine how much SR it takes to add +1 DC,apply the Advantages on the Power to 5 SR (thebasic amount used to add 1 DC). Te result is howmany points o SR it takes to add +1 DC to theattack.

I a character has bought an Advantage or hisSR without buying the same Advantage or anattack he adds damage to with SR, the Advantagedoes not apply to the attack at all (not even to the

damage dice added by SR). It only applies to the

damage done by the character’s SR when he usesSR by itsel.

For movement, multiply the number used todetermine the regular DC bonus or velocity (5 orMove Bys, 3 or Move Troughs) by the Advantageto determine how many inches o movement ittakes to add +1 DC to the attack. Ten divide theinches o movement by that number to obtain thenumber o DCs added.

 Taking Damage1. If the attack does Normal Damage (fists,

clubs, Energy Blasts):a. Add all applicable orms o Deense — both

Normal and Resistant — together to determine thecharacter’s total Deense.

b. Subtract the character’s total Deense romthe SUN damage done by the attack. Te remain-der is how much SUN damage he suffers.

c. Subtract the character’s total Deense romthe BODY damage done by the attack. Te remain-

der is how much BODY damage he suffers.

2. If the attack does Killing Damage (claws,blades, guns):

a. Determine how much o the character’sDeense is Resistant  (meaning it protects againstKilling Damage). Armor, Damage Resistance, ForceField, and Force Wall, among others, provide Resis-tant Deense; so does armor the character wears(chainmail or plate armor, or example).

b. Subtract the character’s Resistant Deenserom the BODY damage done by the attack. Teremainder is how much BODY damage he suffers.

  i. Te character’s Normal Deenses,

including his PD and ED (unless modified byDamage Resistance), do not  reduce the BODY romKilling Damage, even i he has Resistant Deenses.

c. I the character has no Resistant Deenses,he takes all the SUN damage done by the attack.

d. I the character has any Resistant Deenses,add all applicable orms o Deense — both Normaland Resistant — together to determine his totalDeense. Subtract his total Deense rom the SUNdamage done by the attack. Te remainder is howmuch SUN damage he suffers.

3. If the attack does No Normal Defense(NND) damage (see page 171):

a. I the character has the applicable deense,he takes no damage at all.

b. I the character does not have the applicabledeense, he takes all the damage.

4. If the attack does Attack Versus LimitedDefense (AVLD) damage (see page 161):

a. I the character has the applicable deense,he subtracts it rom the damage, as he would orNormal Damage.

b. I the character does not have the applicabledeense, he takes all the damage.

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HERO SYSTEM RESOURCE KIT

Effects Of Damage

SUNNING

I the amount o SUN damage a charactersuffers rom a single attack (afer subtracting yourdeenses) is less than your CON, he suffers no addi-tional effect other than loss o the SUN.

I the amount o SUN damage a charactersuffers rom a single attack (afer subtracting yourdeenses) is greater than your CON, he is Stunned.A Stunned character’s DCV instantly drops to to½ (as do the modifiers or making Placed Shotsagainst him). At the end o the Segment, any ohis Powers which are not Persistent, and any SkillLevels o any type, turn off. Te character remainsStunned and can take no Action until his nextPhase (he cannot even Abort to a deensive Action).A character who is Stunned or recovering rombeing Stunned can take no Actions, take no Recov-eries (except his ree Post-Segment 12 Recovery),and cannot move.

KNOCKOU

I the amount o SUN damage a charactersuffers, rom a single attack or multiple attacks, isgreater than your SUN, he is Knocked Out. Whena character is Knocked Out, his OCV, DCV, andECV are instantly reduced to zero (Placed Shotmodifiers against him are halved), and any attackwhich hits him will do 2x SUN, just as i he wereSurprised while out o combat. At the end o theSegment, any o his Powers which are not Persistentturn off.

RECOVERY TIMESTUN Total How Often Character Recovers-0 to -10 Every Phase and Post-Segment 12-11 to -20 Post-Segment 12 only -21 to -30 Once a minute only -31 or more GM’s option (a long time)

 DEAH

A character at or below 0 BODY is dying. Heloses 1 BODY each urn (at the end o Segment12). Death occurs when, either due to attacks or toloss o BODY per urn, the character has lost twice

his original BODY (i.e., when he reaches a negativeBODY score equal to his starting positive BODY).

Knockback o determine how much Knockback a charac-

ter suffers rom being hit, the attacker rolls 2d6 (seethe Knockback Modifiers able or modifiers to thenumber o dice). He subtracts the total rolled romthe amount o BODY done by the attack.

I the result is negative, no Knockback occurs;the deender remains where he was standing beorethe attack.

I the result is 0, the deender is Knocked

Down. A character who is Knocked Down mustspend a Hal Phase in his next Phase getting to hiseet (or reorient himsel i he were in mid-air).I the result is positive, the target is Knocked Backthat many inches. He ends up lying on the ground(or imbedded in a wall or other object), and mustspend a Hal Phase to get up (or getting out owhatever he hit).

KNOCKBACK MODIFIERS  # of dice rolledCircumstance for Knockback  arget is in the air -1d6arget Rolled with the Punch -1d6arget is underwater +1d6Attack was a Killing Damage attack +1d6Attack was a Martial Maneuver +1d6arget has Clinging +1d6arget is in Zero Gravity -1d6

Under certain situations the number o d6rolled is modified. Te Knockback Modifiers ablelists the different situations and the modifier to the2d6 normally rolled (the modifiers are cumulative).A character who is Knocked Back into a wall (orother upright structure) takes 1d6 Normal Damageor every 1” o Knockback taken. For instance, acharacter Knocked Back 4” into a wall takes 4d6damage. A character Knocked Back into anothercharacter damages himsel and the character hehits; both characters take 1d6 damage per 1” oKnockback.

I a character hits a structure or other largeobject, both he and the structure take damage. Hetakes a maximum o 1d6 per DEF and BODY totalo the structure. I he is Knocked Back or more

inches than the structure has DEF and BODY, thestructure (or part thereo) shatters, and the char-acter continues through the hole. For every DEFand BODY total worth o structure a character isKnocked Back through, he flies back 1” less.

I a character who has been Knocked Backdoes not impact a structure or other large uprightsurace, he simply hits the ground. He takes 1d6damage or every 2” he was Knocked Back — halthe damage o hitting an object. (Te same ruleapplies to characters Knocked Back straight downinto the ground.)

Endurance And PushingSuperheroic Campaigns:  Using 10 Active

Points o SR or a Power costs 1 END per Phase.A Superheroic character can Push the limits o hisPower by up to 10 Character Points. Tis does notrequire an EGO Roll.

Heroic Campaigns:  Using 5 Points o SRcosts 1 END per Phase; using 10 Active Points oa Power costs 1 END per Phase. A character in aHeroic campaign may push his SR or Powers upto 5 Character Points with a successul EGO Roll,+1 Character Point or every 1 point by which hemakes the EGO Roll.

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34 HERO SYSTEM RESOURCE KIT

Character Name: _________________________________________________

Alternate Identities:________________________________________________

Player Name: ____________________________________________________

  Val Char Base Cost Points Roll Notes

  ___ STR 10 x1 ___ ___ HTH damage ____d6 Lift _____ END (__)

  ___ DEX 10 x3 ___ ___ OCV _____ DCV _____

  ___ CON 10 x2 ___ ___

  ___ BODY 10 x2 ___ ___

  ___ INT 10 x1 ___ ___ Perception Roll _____

  ___ EGO 10 x2 ___ ___ Base ECV _____

  ___ PRE 10 x1 ___ ___ Base Presence Attack _____d6

  ___ COM 10 x½ ___ ___

  ___ PD (STR/5)  x1 ___ Resistant PD _____Total PD _____

  ___ ED (CON/5)  x1 ___ Resistant ED _____Total ED _____  ___ SPD 1+ (DEX/10)  x10 ___ Phases: 1 2 3 4 5 6 7 8 9 10 11 12

  ___ REC (STR/5)+(CON/5) x2 ___

  ___ END (CON x 2)  x½ ___

  ___ STUN BODY+(STR/2)+(CON/2)  x1 ___ ___  Total Characteristics Points

CHARACTERISTICS

EXPERIENCE POINTS

 Total earned  _____________

Spent _____________

Unspent _____________

Base points _____________

Disad points _____________

MOVEMENT

 Type Combat NonCom

Run (6”) ______ ______

Swim (2”) ______ ______

H. Leap ( ___”) ______ ______

 V. Leap ( ___”) ______ ______

___________ ______ ______

___________ ______ ______

___________ ______ ______

Movement SFX   ______________

Movement SFX   ______________

COMBAT INFORMATIONBase OCV ___ Base DCV ____

 Adjustments +/- Adjustment +/-

________ ___ ________ ____

________ ___ ________ ____

 Total OCV ___ Total DCV ____

Combat Skill Levels ____________

____________________________

____________________________

COMBAT MODIFIERSRange  0-4 5-8 9-16 17-32 33-64 65-128

RMOD  0 -2 -4 -6 -8 -10

 Targeting Shot OCV Hit Location

Head shot (Head to Shoulders) -4 1d6+3

High shot (Head to Vitals) -2 2d6+1

Body shot (Hands to Legs) -1 2d6+4

Low shot (Shoulders to Feet) -2 2d6+7

Leg shot (Vitals to Feet) -4 1d6+12

COMBAT MANEUVERSManeuver Phase OCV DCV Effect

Block ½ +0 +0 Block, abort

Brace 0 +2 ½ +2 vs. Range Mod.

Disarm ½ -2 +0 Can disarm

Dodge ½ — +3 Abort, vs. all attacks

Grab ½ -1 -2 Grab two limbs

Grab By ½ -3 -4 Move and Grab

Haymaker ½ +0 -5 +4DC

Move By ½ -2 -2 STR/2 + v/5

Move Through ½ -v/5 -3 STR + v/3

Set 1 +1 +0 Ranged attacks only

Strike ½ +0 +0 STR or weapon

_________ ___ ___ ___ ______________

_________ ___ ___ ___ ______________

_________ ___ ___ ___ ______________

_________ ___ ___ ___ ______________

_________ ___ ___ ___ ______________

_________ ___ ___ ___ ______________

_________ ___ ___ ___ ______________

_________ ___ ___ ___ ______________

_________ ___ ___ ___ ______________

HIT LOCATION CHART  STUN NOR BODY To Defense  Roll Location X STUN X Hit Weight

  3-5 Head x5 x2 x2 -8 __ / __

  6 Hands x1 x½ x½ -6 __ / __

  7-8 Arms x2 x½ x½ -5 __ / __

  9 Shoulders x3 x1 x1 -5 __ / __

 10-11 Chest x3 x1 x1 -3 __ / __

  12 Stomach x4 x1.5 x1 -7 __ / __

  13 Vitals x4 x1.5 x2 -8 __ / __

  14 Thighs x2 x1 x1 -4 __ / __

 15-16 Legs x2 x½ x½ -6 __ / __

 17-18 Feet x1 x½ x½ -8 __ / __

   Average Def _______

DCV Modifier ______  Total Weight _______

ATTACKSPrimary attack power ________________ _____d6

Secondary attack power ______________ _____d6

Tertiary attack power ________________ _____d6

Attack SFX ________________________________

Other attack SFX ___________________________

DEFENSES

   Amount Defense SFX 

Physical Defense ______ ____________

Resistant Physical Defense ______ ____________

Energy Defense ______ ____________

Resistant Energy Defense ______ ____________

Mental Defense ______ ____________

Flash Defense (________) ______ ____________

Power Defense ______ ____________

Other: _____________ ______ ____________

Other: _____________ ______ ____________

DAMAGE AND CHARGE TRACKERSTUN ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑

  ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑

END ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑

❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑

BODY ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ CHARGES ❑❑❑❑ ❑❑❑❑ ❑❑❑❑

CHARGES ❑❑❑❑ ❑❑❑❑ ❑❑❑❑ ❑❑❑❑ ❑❑❑❑ CHARGES ❑❑❑❑ ❑❑❑❑ ❑❑❑❑ ❑❑❑❑ ❑❑❑❑

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HERO SYSTEM RESOURCE KIT

CHARACTER INFORMATION

Character name ___________________

Height _________ Weight __________

Hair color _______ Eye color ________

CAMPAIGN INFORMATION

Campaign name _________________

Genre __________________________

Gamemaster_____________________

SKILLS, PERKS, AND TALENTS

 Cost Name Roll

  ___ _____________________ ____

  ___ _____________________ ____

  ___ _____________________ ____

  ___ _____________________ ____

  ___ _____________________ ____

  ___ _____________________ ____

  ___ _____________________ ____

  ___ _____________________ ____

  ___ _____________________ ____

  ___ _____________________ ____  ___ _____________________ ____

  ___ _____________________ ____

  ___ _____________________ ____

  ___ _____________________ ____

  ___ _____________________ ____

  ___ _____________________ ____

  ___ _____________________ ____

  ___ _____________________ ____

  ___ _____________________ ____

  ___ _____________________ ____

  ___ _____________________ ____

  ___ _____________________ ____

  ___ _____________________ ____

  ___ _____________________ ____

  ___ _____________________ ____

  ___ _____________________ ____

  ___ _____________________ ____

  ___ _____________________ ____

  ___ _____________________ ____

  ___ _____________________ ____

  ___ _____________________ ____

  ___ _____________________ ____

  ___ _____________________ ____

  ___ _____________________ ____

  ___ _____________________ ____

  ___ _____________________ ____

  ___ _____________________ ____

  ___    Total Skills, Perks & Talents Cost

POWERS AND EQUIPMENT

 Cost Name Power/Equipment END

  ___ _________________ __________________________________________ ____

  ___ _________________ __________________________________________ ____

  ___ _________________ __________________________________________ ____

  ___ _________________ __________________________________________ ____

  ___ _________________ __________________________________________ ____

  ___ _________________ __________________________________________ ____

  ___ _________________ __________________________________________ ____

  ___ _________________ __________________________________________ ____

  ___ _________________ __________________________________________ ____

  ___ _________________ __________________________________________ ____  ___ _________________ __________________________________________ ____

  ___ _________________ __________________________________________ ____

  ___ _________________ __________________________________________ ____

  ___ _________________ __________________________________________ ____

  ___ _________________ __________________________________________ ____

  ___ _________________ __________________________________________ ____

  ___ _________________ __________________________________________ ____

  ___ _________________ __________________________________________ ____

  ___ _________________ __________________________________________ ____

  ___ _________________ __________________________________________ ____

  ___ _________________ __________________________________________ ____

  ___ _________________ __________________________________________ ____

  ___ _________________ __________________________________________ ____

  ___ _________________ __________________________________________ ____

  ___ _________________ __________________________________________ ____

  ___ _________________ __________________________________________ ____

  ___ _________________ __________________________________________ ____

  ___ _________________ __________________________________________ ____

  ___  Total Powers/Equipment Cost

DISADVANTAGES

 Cost Disadvantage Roll

  ___ _______________________ ____

  ___ _______________________ ____

  ___ _______________________ ____

  ___ _______________________ ____

  ___ _______________________ ____

  ___ _______________________ ____

  ___ _______________________ ____

  Cost Disadvantage R

  ___ _______________________ __

  ___ _______________________ __

  ___ _______________________ __

  ___ _______________________ __

  ___ _______________________ __

  ___ _______________________ __

  ___  Total Disadvantages Cost

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36 HERO SYSTEM RESOURCE KIT

CHARACTER BIO SHEET

Character Name:___________________________________________

 Alternate Identities:__________________________________________

Player Name: ______________________________________________

Group(s) Affiliation: __________________________________________

Occupation:_______________________________________________

 Age:_____ Sex:_____

Height:_____ Weight:_____

Skin:_____ Hair:____

PHYSICAL DESCRIPTION

Distinguishing Features:______________________________

_________________________________________________

_________________________________________________

____________________________________________________________

______________________________________________________________________________

______________________________________________________________________

______________________________________________________________________________

  _______________________________________________________________________

______________________________________________________________________________

  ______________________________________________________________________

______________________________________________________________________________

_______________________________________________________________________

______________________________________________________________________________

________________________________________________________________________

______________________________________________________________________________

  _____________________________________________________________________

______________________________________________________________________________  ______________________________________________________________________________

_____________________________________________________________________

______________________________________________________________________________

__________________________________________________________

______________________________________________________________________________

 Appearance (Hero & Secret ID):

Outward Attitude:

 Ambitions/Goals:

Routine Activities:

Financial Status:

Friends/Family:

Enemies (and why):

Physical Problems:

Psychological Quirks & Problems:

CHARACTER INFORMATION

______________________________________________________________________________

______________________________________________________________________________

______________________________________________________________________________

____________________________________________________________________________________________________________________________________________________________

______________________________________________________________________________

Origin:

______________________________________________________________________________

______________________________________________________________________________

______________________________________________________________________________

______________________________________________________________________________

______________________________________________________________________________

Notes:

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HERO SYSTEM RESOURCE KIT

CAMPAIGN GROUND RULES SHEET

CAMPAIGN NAME___________________________________________GENERAL DESCRIPTION______________________________________________________________________________________________________________________________________________________________________________________________________________

CAMPAIGN TONE  Morality: 1 / 2 / 3 / 4 / 5  (1) Good vs. Bad is black & white; (2) Good vs. Bad is mostly clear-cut; (3) Some cross over between Goo

vs. Bad; (4) There is little distinction between good and bad; (5) Morality is always shades of gray  Realism: 1 / 2 / 3 / 4 / 5  (1) Very Romantic; (2) Romantic; (3) Neutral; (4) Realistic; (5) Extremely Realistic  Outlook: 1 / 2 / 3 / 4 / 5  (1) Everything works out - Very Optimistic; (2) Almost everything works out; (3) Successes balanced by

failures; (4) Successes are rare; (5) Almost nothing works out - Very Pessemistic  Seriousness: 1 / 2 / 3 / 4 / 5

  (1) Very lighthearted - campaign plays for laughs; (2) Almost everything works out; (3) Seriousnessbalanced by lighthearted; (4) More serious than lighthearted; (5) Almost entirely serious  Continuity: 1 / 2 / 3 / 4 / 5  (1) Episodic - No effort is made to tie the adventures together; (2) Mostly episodic, with some continuing

stories; (3) Some long stories and some episodic ones; (4) Mostly serial, some enforcement of campaign

continuity; (5) Entirely serial - everything must fit into the storyline

IMPORTANCE OF THE PCs_______________________________________________________________

___________________________________________________________________________________

PHYSICAL WORLD (DESCRIPTION)________________________________________________________

___________________________________________________________________________________

___________________________________________________________________________________

___________________________________________________________________________________

___________________________________________________________________________________

HOUSE RULES _______________________________________________________________________

___________________________________________________________________________________

___________________________________________________________________________________

___________________________________________________________________________________

___________________________________________________________________________________

CHARACTER BUILDING GUIDELINES

(1) Starting Points for PCs

  Max points from one Disadvantage:

(2) Maximum Disadavantage Points for PCs

(3) Characters automatically have Normal

Characteristic Maxima at no point value

(4) Character can carry normal technology at no

point cost

Power Levels  Attack Powers

Defense Powers

Skill Rolls

_______

_______

_______

 YES/NO

 YES/NO

Beginning Range____________________________________________________

Maximum____________________________________

CAMPAIGN RULES

(5) Combat Uses Hit Location Chart

(6) Knockdown Rules Used

(7) Long-Term Endurance Rules Used

(8) Limited Push

 YES/NO

 YES/NO

 YES/NO

 YES/NO

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38 HERO SYSTEM RESOURCE KIT

CHARACTER CREATION CHECKLIST

CharacteristicsStrength (STR)Dexterity (DEX)Constitution (CON)Body (BODY)Intelligence (INT)

Ego (EGO)Presence (PRE)Comeliness (COM)

FiguredCharacteristicsPhysical Defense(PD)Energy Defense (ED)Speed (SPD)Recovery (REC)Endurance (END)Stun (STUN)

MovementRunningSwimmingFlightGlidingLeapingSwingingTeleportation

Skills Acrobatics Acting Analyze Animal Handler Autofire Skills  -Accurate Sprayfire  -Concentrated

Sprayfire  -Rapid Autofire  -Skipover SprayfireBreakfallBriberyBuggingBureaucratics

ClimbingCombat DrivingCombat PilotingCombat Skill LevelsComputer

ProgrammingConcealmentContortionistConversationCrammingCriminologyCryptographyDeduction

Notes__________________________________________________

______________________________

Notes____________________________________________________________

Notes/Max Value______________________________________________________________________

Notes__________________________________________________

__________

______________________________________________________________________

________________________________________

________________________________________________________________________________

Max Value? Yes_______________

_________

Max Value? Yes__________________

 Yes❑

Permitted Yes❑

No❑

❑❑

No❑

No❑

No❑

Required❑

Defense ManeuverDemolitionsDisguiseElectronicsFast Draw

Forensic MedicineForgeryGamblingHigh SocietyInterrogationInventorKnowledge SkillLanguageLipreadingLockpickingMartial ArtsMechanicsMimicry

NavigationOratoryParamedicsPenalty Skill LevelsPersuasionPowerProfessional SkillRapid Attack RidingScience SkillSecurity SystemsSeductionShadowing

Skill LevelsSleight Of HandStealthStreetwiseSurvivalSystem OperationsTacticsTeamwork TrackingTradingTransport FamiliarityTwo-Weapon

  Fighting VentriloquismWeapon FamiliarityWeaponsmith

SkillEnhancersJack of All TradesLinguistScholarScientistTravelerWell-Connected

Notes__________________________________________________

__________________________________________________________________________________________________________________________________

________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________

________________________________________

Notes____________________________________________________________

Permitted Yes❑

❑❑

❑❑

❑❑

Permitted Yes❑

No❑

❑❑

❑❑

❑❑

No❑

Required❑

❑❑

❑❑

❑❑

Required❑

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HERO SYSTEM RESOURCE KIT

CHARACTER CREATION CHECKLIST

Perks Access AnonymityContactComputer Link 

Deep CoverFavorFollowerFringe BenefitMoneyReputation Vehicles and Bases

 Talents Absolute

Range Sense Absolute  Time Sense

 AmbidexterityBump of DirectionCombat Luck Combat SenseDanger SenseDouble JointedEidetic MemoryEnvironmental  MovementLightning CalculatorLightning ReflexesLightsleepPerfect Pitch

ResistanceSimulate DeathSpeed ReadingUniversal Translator

Powers Absorption Aid ArmorChange EnvironmentCharacteristicsClairsentienceClingingDamage ReductionDamage ResistanceDarknessDensity IncreaseDesolidificationDispelDrainDuplicationEgo Attack Endurance ReserveEnergy BlastEnhanced Senses

Notes______________________________________________________________________________________________________________

Notes

__________

__________

______________________________________________________________________

__________________________________________________

________________________________________

Notes__________________________________________________________________________________________________________________________________

__________________________________________________

Permitted Yes❑

Max Value? Yes

❑❑

❑❑

Max Value? Yes❑

No❑

No

❑❑

❑❑

No❑

Required❑

Required

❑❑

❑❑

Required❑

EntangleExtra-Dimensional  MovementExtra LimbsFaster-Than-Light  Travel (FTL)Find WeaknessFlashFlash DefenseFlightForce WallGlidingGrowthHand-to-Hand  Attack (HTH)HealingImagesInvisibilityKilling Attack (HTH)

Killing Attack (Ranged)Knockback   ResistanceLack of WeaknessLeapingLife SupportLuck Mental DefenseMental IllusionsMind ControlMind Link Mind Scan

Missile DeflectionMultiformPower DefenseRunningShape ShiftShrinkingSkillsStretchingSummonSuppressSwimmingSwingingTelekenisis

TelepathyTeleportationTransferTransformTunneling

________

________________

________________________________________________________________

________________________________________

________

________________________________________________________________________________

________________________________________________________________________________________________________

________________________________________

❑❑

❑❑

❑❑

❑❑

❑❑

❑❑

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40 HERO SYSTEM RESOURCE KIT

CHARACTER CREATION CHECKLIST

Power  Advantages Affects Desolidified Area of Effect Armor Piercing Attack Versus

  Limited Defense AutofireBased On Ego  Combat ValueChargesCumulativeDamage ShieldDelayed EffectDifficult to DispelDoes BodyDoes Knockback Double Knockback Duration Advantages  Continuous  Persistant  InherentExplosionHole in the MiddleIndirectInvisible Power  EffectsMegaScaleNo Normal DefensePenetratingPersonal Immunity

Range Advantages  -Increased Maximum  Range  -Line of Sight  -No Range ModifierRangedReduced EnduranceStickyTime DelayTransdimensionalTriggerUncontrolledUsable On Others

 Variable Advantage Variable

Special Effects

Notes______________________________

____________________

__________________________________________________________________________________________

____________________________________________________________

__________________________________________________

______________________________________________________________________________________________________________

__________

__________

Permitted Yes❑

❑❑

No❑

❑❑

Required

❑❑

 

Power Limitations Activation Roll Always OnChargesConcentration

Duration Limitations  -Instant  -NonpersistantEndurance Limitations  -Costs Endurance  -Increased Endurance  CostExtra TimeFocusGesturesGradual EffectIncantationsIndependentLimited PowerLinkedNo Conscious

ControlOnly In Heroic  IdentityRange Limitations  -No Range  -Limited Range  -Range Based On  Strength  -Reduced By

Range  -Subject To Range  ModifierReduced PenetrationRequires A Skill RollRestrainableSide Effects Variable Limitations Visible

Power FrameworksElemental Control

Multipower Variable Power Pool

Notes________________________________________

____________________

__________

______________________________________________________________________

__________

__________

__________

____________________

__________

__________

______________________________________________________________________

Notes__________

____________________

Permitted Yes❑

Permitted Yes❑

❑❑

No❑

No❑

❑❑

  Required

Required

❑❑

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HERO SYSTEM RESOURCE KIT

COMBAT RECORD SHEET

CHARACTER

______________________________________________________

________________________________________________________________________________________________________________________________________________________________________________________________________________________

DEX/ Levels

_______________

____________________________________________________________

SPD

_______________

____________________________________________________________

1

❍❍

2

❍❍

3

❍❍

4

❍❍

5

❍❍

6

❍❍

7

❍❍

8

❍❍

9

❍❍

10

❍❍

11

❍❍

12

❍❍

OCV 

_________

____________________________________

DCV 

_________

____________________________________

ECV 

_________

____________________________________

CHARACTER

______________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________

tPD/rPD

__/____/____/____/____/____/____/____/____/____/____/____/____/____/____/__

tED/rED

__/____/____/____/____/____/____/____/____/____/____/____/____/____/____/__

MOVEMENT

______________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________

PER Roll

__________________________________________________________________________________________

CHARACTER

______________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________

NOTES_________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________

PHASES

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42 HERO SYSTEM RESOURCE KIT

MINION CONTROL SHEET

Minion 11 

Extra Skills/Equipment____ ______________ ______________ ______________ __________

Stun END BodyMinion 12

 

Extra Skills/Equipment____ ______________ ______________ ______________ __________

Stun END Body

Minion 6 

Extra Skills/Equipment____ __________

____ ______________ ______________ __________

Stun END BodyMinion 7

 

Extra Skills/Equipment____ __________

____ ______________ ______________ __________

Stun END Body

Minion 13 

Extra Skills/Equipment____ ______________ ______________ ______________ __________

Stun END BodyMinion 14

 

Extra Skills/Equipment____ ______________ ______________ ______________ __________

Stun END Body

Minion 8 

Extra Skills/Equipment____ __________

____ ______________ ______________ __________

Stun END BodyMinion 9

 

Extra Skills/Equipment____ __________

____ ______________ ______________ __________

Stun END Body

Minion 1 

Extra Skills/Equipment____ ______________ ______________ ______________ __________

Stun END BodyMinion 2

 

Extra Skills/Equipment____ ______________ ______________ ______________ __________

Stun END BodyMinion 3

 

Extra Skills/Equipment____ ______________ ______________ ______________ __________

Stun END BodyMinion 4

 

Extra Skills/Equipment____ ______________ ______________ ______________ __________

Stun END Body

Minion 15 

Extra Skills/Equipment____ ______________ ______________ ______________ __________

Stun END Body

Minion 10 

Extra Skills/Equipment____ __________

____ ______________ ______________ __________

Stun END Body

Minion 5 

Extra Skills/Equipment____ ______________ ______________ ______________ __________

Stun END Body

STRDEX

CONBODYINTEGOPRECOMPDEDSPDRECENDSTUN

CHA 

OCV DCV ECV 

________

________________________________________________

Cost _____ + Skill Cost _____ = Total Cost _____

____________

________

________________________________________________

____________

  Skills and Equipment__________________________________________________________

____________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________

  Disadvantages_______________________________________________________________________________________

 NotesGroup:_________________Type:___________________

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HERO SYSTEM RESOURCE KIT

 ADVENTURE RECORD SHEET

Player Characters__________________________________________________________________________________________________________________________________________________________________________

 Adventure Name:___________________________________ Gamemaster:________________Game: _______________________ Date(s) Played: _____________ Game Date(s):_________ Adventure Location(s):__________________________Time passed during adventure:________

EXPs____________________________________________________________

Player Characters__________________________________________________________________________________________________________________________________________________________________________

EXPs____________________________________________________________

 Villains / NPCs__________________________________________________________________________________________________________________________________________________________________________

EXPs____________________________________________________________

Exceptional Actions____________________________________________________________________

 Actions________________________________________________________________________________________________________________________

Reward (EXP bonus, Perks)________________________________________________________________________________________________

 Actions by NPCs _______________________________________________________________________________________________________________________________________________________________________________________________________________________

 Actions by Hunters _________________________________________________________________________________________________________________________________________

Story________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________

________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________

Loose Ends _______________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________

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HERO SYSTEM RESOURCE KIT

BASE RECORD SHEET

COMPUTER RECORD SHEET

Disadvantages 

______________________________________________

_________________________________________________________________________________________________________________________________________________________________

Base(___)+Pts

________

____________________________

Disads Total ____Base Spent ____

Total Cost ____

Name:____________________________ Owner:_________________________________

 Val 

______

_____________________

______

  Pts

________

____

________

________

Characteristic’s Cost ____

Char

BODYDef

● partial ___________Size● length

  ● width  ● DCV GroundsLocation: ___________Power Plant (END Reserve)  ●END  ●REC

Cost

x1x3

varies

x1

x1/10x1

Base

22

8 hexes4 hexes2 hexes-4 DCV _____

00

Base Points

Pts_____________________

 Abilities/Equipment_____________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________

Equipment___________ + CHAR ___________ = Total Cost__________

END/Roll___________________________________

 Val 

____________

Char Base

INT................10(EGO)..........(10)DEX..............10SPD................2

Cost

12310

  Pts

________________

Characteristics Cost ____

Computer Name:  ______________Owner: ______________________

Pts 

___________________________

Skills 

__________________________________________________________________________________________________________________________________________________________________

Roll 

____________________________________

BasePoints

Programs

______________________________________________________________________________________________________________________________

Pts

____________________________________

Disads

________________________________________________________________________________________________________________________

Base(___)+Pts

________________________________

Notes/Description____________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________

Skills & Programs_______ + CHAR_______ = Total Cost _______

Disad Total ____Base Spent ____

Total Cost ____

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46 HERO SYSTEM RESOURCE KIT

RANGE TEMPLATE

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HERO SYSTEM RESOURCE KIT

2” AREA OF EFFECT TEMPLATE

3” AREA OF EFFECT TEMPLATE

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48 HERO SYSTEM RESOURCE KIT

4” AREA OF EFFECT TEMPLATE

SOMETIMES IT’S TOUGH BEING A HERO...

...so Hero Games has put together a ew things to help you out! Te HERO System Resource Kit  contains play aids and gaming utilitiesto make your HERO System games more un than ever!

Te Resource Kit includes:

—a five-panel GM’s screen eaturing all the tables and charts commonly consulted during play —a 48-page booklet containing summaries o all the character creation rules and elements, the combat rules, combat templates or usewith miniatures, and nearly a dozen orms to make character creation and record-keeping even easier—36 paper miniatures (12 antasy, 12 modern-day, and 12 science fiction)—three double-sided 22”x17” maps (one with two antasy scenes, one with two modern-day scenes, and one with two science fictionscenes), each marked with a 1” = 1 inch scale hex grid

Whatever type o HERO System game you play, the HERO System Resource Kit  will make it even better!

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FANTASYPAPER MINIATURES

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SCIENCE FICTIONPAPER MINIATURES