Hero Games - Resource Kit HP002-OEF
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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■ 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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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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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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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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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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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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❑
❑
❑❑
❑
❑
❑
❑
❑
❑
❑
❑
❑
❑
❑
❑❑
❑
❑
❑
❑
❑
❑
❑
❑
❑
❑
❑
❑
❑
❑
❑
❑
❑
❑
❑
❑
❑
❑
❑
❑
❑
❑
❑
❑
❑
❑
❑❑
❑
❑
❑
❑
❑
❑
❑
❑
❑
❑
❑
❑❑
❑
❑
❑
❑
❑
❑
❑
❑
❑
❑
❑
❑
❑
❑
❑
❑
❑
❑
❑
❑
❑
❑
❑
❑
❑
❑
❑
❑
❑
❑
❑❑
❑
❑
❑
❑
❑
❑
❑
❑
❑
❑
❑
❑❑
❑
❑
❑
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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
❍
❍
❍
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3
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4
❍
❍
❍
❍❍
❍
❍
❍
❍
❍
❍
❍
❍
❍
❍
5
❍
❍
❍
❍❍
❍
❍
❍
❍
❍
❍
❍
❍
❍
❍
6
❍
❍
❍
❍❍
❍
❍
❍
❍
❍
❍
❍
❍
❍
❍
7
❍
❍
❍
❍❍
❍
❍
❍
❍
❍
❍
❍
❍
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❍
8
❍
❍
❍
❍❍
❍
❍
❍
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❍
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9
❍
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❍❍
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10
❍
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❍
❍❍
❍
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11
❍
❍
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❍
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12
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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