ANY HERO ONE SYSTEM! SIXTH EDITION The best has just gotten even better! The HERO System

6th Edition brings new levels of flexibility and creativity to CREATION CHARACTER 1: VOLUME the acclaimed HERO System, allowing players to create any sort of character, power, gadget, spell, vehicle, monster, or weapon they can think of. Whatever you want to do, in any genre, setting, or time period, the HERO System 6th Edition rules let you do it!

The 6th Edition rules come in two Core Rulebooks, Character Creation and Combat And Adventuring. Together these two books feature:

H The full HERO System rules, revised and updated for greater consistency, flexibility, creativity, and ease of use

H Options for nearly every element and aspect of the HERO System so you can better create and define characters, campaigns, powers, and everything else to suit your style of Sampleplay file H Hundreds of example powers, gadgets, abilities, weapons, and spells for all genres, plus a dozen example characters H A detailed, comprehensive index

So what are you waiting for? It’s time to Be a Hero! 978-1-58366-120-8 DOJHERO1001

HERO

GAMES

ISBN: 978-1-58366-120-8 DOJHERO1001 $39.99 US www.herogames.com Sample file

VOLUME ONE CHARACTER CREATION Hero System 6th Edition Volume 1: Character Creation

Dedication Special Thanks: No project this big administrative and clerical tasks, makes and complex arises in a vacuum. The our travel arrangements, takes care of To Andy, who was taken main driving force behind the creation of all sorts of little behind-the-scenes prob- from us far too soon. every edition of the HERO System other lems, and generally isn’t thanked nearly than the first has been the fans — the as often as she should be. Thanks, Tina. HERO System 6th Edition Writing and Design gamers who play , who Jason helps Tina, does some writing, use HERO to create their characters and does a thousand other things that need Steven S. Long campaigns, and who endlessly discuss doing, and serves as company morale HERO’s fascinating permutations and officer. In sum and in short: the three of Original HERO System Design possibilities. It is to them that we, as them take care of all the aggravating, George MacDonald and Steve Peterson always, extend our thanks. annoying little duties that have to be In particular we’d like to express our taken care of, freeing me to do the fun HERO System 4th Edition Design appreciation to the many fans who took stuff — write and design games. I can’t time during the 2008-2009 period to even begin to express how grateful I am George MacDonald, participate in the discussion of poten- to them for letting me do my dream job. Steve Peterson, and Rob Bell tial rules changes on the 6th Edition Second, my special thanks to SETAC, Discussion forum on the Hero Games the Sixth Edition Technical Advisory Layout and Graphic Design website. While RPGs aren’t designed Committee, a group of dedicated fans Fred Hicks by committee, there’s no doubt that who were kind enough to take time out receiving so much enthusiastic feedback of their busy lives to offer input and from the HERO fans made the 6th Edition feedback on specific issues, review draft Cover Design even better than it would have been. manuscripts, and otherwise help me Andy Mathews, Albert Deschesne, shape “6E” into the best version of the and Fred Hicks Steve’s Special Thanks: Beyond the HERO System yet: Gary Denney, Robert generalSample thanks which must fileof course be Dorf, Gordon Feiner, Chris Goodwin, Interior Artwork extended to HERO’s fans, there are few Derek Hiemforth, Bill Keyes, James people who deserve special recognition. Jandebeur, John Lees, Denver Mason, Brett Barkley, Christopher Burdett, First and foremost among them are Dave Mattingly, David E. McGuire, Hugh Storn Cook, Anthony Cournoyer, my partners in crime these past few Neilson, Deric Page, and Geoff Speare. Andrew Dobell, Brian & Brendon Fraim, years: Darren Watts, Tina Walters, Jason Special thanks also to Hapless Joe, who Walters, and the still-secret Secret sacrificed so much for the cause, time Melissa Gay, John Grigni, Masters. If not for them, DOJ wouldn’t and again. Sam Kennedy, Ted Kim, Ian McEwan, exist and the HERO System would have Third, thanks to my local gaming ceased publication years ago. Darren group: John Losey, Dean Nicholson, Christian N. St. Pierre, Frank Torrealba, mans the home office, pays the bills, and especially Brad Barrett, who’s Jason Williford, and Patrick Zircher talks to printers and distributors, fields been a great “sounding board” for all the phone calls, and does all the other sorts of game design issues over the And from Cryptic Studios day-to-day chores that must be done years. Thanks for thousands of hours of Aléjandro Garza, Joshua Guglielmo, to keep a game publishing business fantastic gaming fun, guys, and here’s to running. Tina manages our warehouse thousands more to come. Chris Legaspi, and Imario Susilo and Online Store, handles countless You’re all Heroes!

HERO System™® is DOJ, Inc.’s trademark for its roleplaying system. No part of this book may be reproduced or transmitted in any form HERO System Copyright © 1984, 1989, 2002, 2009 by DOJ, Inc. d/b/a Hero Games. All rights or by any means, electronic or mechanical, including photocopying, reserved. recording, or computerization, or by any information storage and Champions, , and all associated characters © 1981-2009 Cryptic Studios, Inc. All retrieval system, without permission in writing from the Publisher: rights reserved. “Champions” and “Dark Champions” are trademarks of Cryptic Studios, Inc. DOJ, Inc., 226 E. 54th Street, #605, New York, NY 10022-48541. “Champions” and “Dark Champions” are used under license from Cryptic Studios, Inc. Printed in China. First printing August 2009. Copyright © 2003 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Produced and distributed by DOJ, Inc. d/b/a Hero Games. Pulp Hero Copyright © 2005 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Stock Number: DOJHERO1001 , Justice Inc., Danger International, and Western Hero Copyright © 2002 by DOJ, Inc. ISBN Number: 978-1-58366-120-8 d/b/a Hero Games. All rights reserved. TABLE OF CONTENTS VOLUME 1: VOLUME 2: CHARACTER CREATION COMBAT AND ADVENTURING INTRODUCTION CHAPTER FIVE: POWERS CHAPTER ONE: ENTERING COMBAT AUTHOR’S INTRODUCTION...... 6 POWERS...... 118 BEFORE COMBAT...... 6 INTRODUCTION...... 7 BUYING POWERS...... 118 COMBAT AND NONCOMBAT TIME...... 6 THE HERO SYSTEM PHILOSOPHY...... 8 Balancing Powers...... 120 SENSES IN THE HERO SYSTEM...... 7 BASIC RULES AND CONCEPTS...... 12 SPECIAL EFFECTS...... 120 Perception Rolls...... 7 Dice And Dice Rolling...... 12 Sensing Powers And Special Effects...... 124 Sense Groups...... 8 Scale And Movement...... 12 POWER DESCRIPTIONS...... 127 Perception Roll Modifiers...... 11 Character Points And Rounding...... 12 Duration...... 127 Affecting And Using Senses...... 13 CHARACTER CREATION...... 13 Target...... 129 ENTERING COMBAT...... 15 COMBAT...... 14 Range...... 129 GAME SCALE...... 15 WHAT ELSE YOU NEED TO PLAY...... 15 Endurance Cost...... 130 COMBAT TIME...... 16 CHARACTER SHEET...... 16 USING POWERS...... 131 Time Chart...... 18 CONVERTING CHARACTERS TO THE 6TH EDITION. 20 POWER CATEGORIES...... 134 BEGINNING COMBAT...... 18 GLOSSARY...... 22 ADJUSTMENT POWERS...... 135 Actions...... 18 ATTACK POWERS...... 144 Who Goes First?...... 19 CHAPTER ONE: CHARACTER CREATION BASICS AUTOMATON POWERS...... 145 Holding An Action...... 20 CHARACTER CREATION BASICS...... 28 BODY-AFFECTING POWERS...... 146 Aborting An Action...... 21 CHARACTER POINTS...... 28 DEFENSE POWERS...... 146 The Actions Table...... 23 HEROIC VERSUS SUPERHEROIC...... 29 MENTAL POWERS...... 148 MOVEMENT...... 24 Normal Movement...... 28 WHAT NOT TO SPEND POINTS ON...... 31 MOVEMENT POWERS...... 155 RESTRICTIONS ON SPENDING POINTS...... 32 Powered Movement...... 28 SENSE-AFFECTING POWERS...... 159 Vehicle Movement...... 30 CHARACTER CONCEPTION...... 33 SENSORY POWERS...... 160 Mounted Movement...... 30 TYPES OF CHARACTERS...... 34 SIZE POWERS...... 160 Aerial Mounted Combat...... 32 TEMPLATES...... 36 SPECIAL POWERS...... 161 Movement Skill Levels...... 32 CHECKLIST FOR CHARACTER CREATION...... 38 STANDARD POWERS...... 161 CHAPTER TWO: FIGHTING POWER DESCRIPTIONS...... 165 CHAPTER TWO: CHARACTERISTICS FIGHTING...... 34 CHARACTERISTICS...... 40 CHAPTER SIX: POWER ADVANTAGES How Combat Works...... 34 Movement...... 41 POWER MODIFIERS...... 312 ATTACK ROLLS AND COMBAT VALUE...... 35 ...... 41 Characteristic Rolls POWER ADVANTAGES...... 313 The Basic Attack Roll...... 35 EXPLANATION OF CHARACTERISTICS...... 41 BUYING POWER ADVANTAGES...... 313 Calculating OCV and DCV...... 36 OTHER CONSIDERATIONS...... 47 Naked Power Advantages...... 314 Mental Combat...... 39 Reducing Characteristics...... 47 USING POWER ADVANTAGES...... 316 COMBAT MODIFIERS...... 40 Limited Characteristics...... 47 POWER ADVANTAGE DESCRIPTIONS...... 318 EXPLANATION OF COMBAT MODIFIERS...... 40 Characteristics Comparisons...... 49 CHARACTERISTIC MAXIMA...... 50 CHAPTER SEVEN: POWER LIMITATIONS CHAPTER THREE: Other Maxima...... 51 POWER LIMITATIONS...... 364 COMBAT AND MARTIAL MANEUVERS ...... 365 COMBAT MANEUVERS...... 54 CHAPTER THREE: SKILLS The Effect Of Limitations How Limitations Affect A Power’s Cost...... 365 STANDARD COMBAT MANEUVERS...... 57 SKILLS...... 54 Sample file Partially-Limited Powers...... 366 OPTIONAL COMBAT MANEUVERS...... 84 Buying Skills...... 54 Which Limitation Do I Want?...... 366 MARTIAL MANEUVERS...... 90 Skill Rolls...... 55 POWER LIMITATION DESCRIPTIONS...... 367 Skill Versus Skill Contests...... 57 CHAPTER FOUR: DAMAGE AND ITS EFFECTS Complementary Skills...... 57 CHAPTER EIGHT: POWER FRAMEWORKS DETERMINING DAMAGE...... 96 Skill Modifiers...... 58 POWER FRAMEWORKS...... 398 How Many Dice Do I Roll?...... 96 Everyman Skills...... 60 GENERAL RULES...... 398 Damage Class...... 96 Extraordinary Skills...... 60 MULTIPOWER...... 402 Normal Damage Attacks...... 98 THE SKILL LIST...... 61 Buying A Multipower...... 402 Killing Damage Attacks...... 98 ...... 62 Skill Types Using Multipowers...... 408 ADDING DAMAGE...... 99 SKILL DESCRIPTIONS...... 63 VARIABLE POWER POOL...... 409 Methods Of Adding Damage...... 99 SKILL ENHANCERS...... 96 Buying A Variable Power Pool...... 409 Adding Damage To Attacks With Advantages...... 100 CHAPTER FOUR: PERKS AND TALENTS Buying Power Pool Slots...... 411 ...... 411 TAKING DAMAGE...... 103 PERQUISITES (PERKS)...... 98 Distributing Power Pool Points Normal Damage Attacks...... 103 TALENTS...... 108 CHAPTER NINE: CHARACTER COMPLICATIONS Killing Damage Attacks...... 103 CHARACTER COMPLICATIONS...... 414 Minimum Damage From Injuries...... 103 Matching Complications Points...... 414 Attack Modifiers...... 104 Using Complications In The Campaign...... 416 EFFECTS OF DAMAGE...... 104 Changing Or Buying Off Complications...... 417 Stunning...... 104 COMPLICATION DESCRIPTIONS...... 418 Knockout...... 106 Injury...... 107 CHAPTER TEN: EXAMPLE CHARACTERS Death...... 107 Randall Irons...... 436 Average Individuals...... 437 OPTIONAL EFFECTS OF DAMAGE...... 108 WOUNDING...... 108 APPENDIX...... 441 LARGE AND SMALL CHARACTERS...... 442 HIT LOCATION...... 108 Placed Shots...... 109 HEAVY CHARACTERS...... 446 Impairing...... 111 TALENT CREATION...... 447 Disabling...... 111 DOUBLING QUICK-REFERENCE TABLE...... 448 KNOCKDOWN...... 112 BLEEDING...... 113 KNOCKBACK...... 114 OTHER DAMAGE EFFECTS...... 118 VEHICLE COMBAT...... 194 CHAPTER NINE: GAMEMASTERING CRITICAL HITS...... 118 Vehicle Movement...... 194 GAMEMASTERING...... 266 MYSTERY DAMAGE...... 118 Hitting A Vehicle...... 195 CREATING THE CAMPAIGN...... 267 STUN DAMAGE IN HEROIC CAMPAIGNS...... 119 Vehicle And Passenger Attacks...... 195 Campaign Ground Rules...... 267 HEALING AND RECOVERING DAMAGE...... 121 WEAPONS AND ARMOR...... 198 Choosing And Creating The Setting...... 267 The Role And Place Of Healing...... 121 WEAPONS...... 198 THE PLAYER CHARACTERS...... 270 Optional Healing Rules...... 122 General Rules For Building Weapons...... 198 Participating In The Recovery...... 122 Hand-To-Hand Weapons...... 201 Character Creation Process...... 270 Muscle-Powered Ranged Weapons...... 206 Controlling Character Power And Growth...... 272 CHAPTER FIVE: Firearms...... 207 Incorporating Complications Into The Story.... 274 OTHER COMBAT RULES AND EFFECTS Explosives...... 210 RUNNING THE CAMPAIGN...... 275 OTHER COMBAT EFFECTS...... 124 Poisons...... 210 Episodic Versus Serial Campaigns...... 275 OPTIONAL COMBAT RULES...... 127 ARMOR...... 210 Storytelling...... 276 RECOVERY...... 129 Buying Armor...... 210 Use And Abuse Of The Rules...... 277 ENDURANCE...... 131 Shields...... 211 Playing To The Player Characters...... 277 The Limits Of Genre Simulation...... 278 OPTIONAL LONG TERM ENDURANCE LOSS...... 132 CHAPTER EIGHT: GAMEMASTERING THE HERO SYSTEM...... 280 PUSHING...... 133 THE HERO SYSTEM GENRE BY GENRE THE 3D6 BELL CURVE...... 280 PRESENCE ATTACKS...... 135 COMIC BOOK SUPERHEROES: COMBAT BALANCE AND EFFECTIVENESS...... 282 CHAMPIONS...... 214 CHAPTER SIX: THE ENVIRONMENT Point And Effectiveness Ceilings...... 282 ...... 214 FALLING...... 140 Campaign Guidelines And Standards Combat And Non-Combat Abilities...... 285 ...... 214 Damage From Falls...... 140 Genre Conventions And Features ...... 216 THE HERO SYSTEM’S DEFINITIONAL POINTS.... 285 Avoiding Falling Damage...... 140 Character Archetypes ...... 218 HEROIC ACTION POINTS...... 287 Falling On Other Planets...... 141 Subgenres ...... 220 HEROIC ACTION POINTS BASICS...... 287 Dropped Objects...... 141 Sample Characters Taurus...... 220 Acquiring Heroic Action Points...... 287 ENVIRONMENTAL EFFECTS...... 142 Eagle-Eye...... 222 Using Heroic Action Points...... 287 Change Environment...... 144 Hardpoint...... 224 Spending Heroic Action Points...... 289 Life Support...... 146 Maelstrom...... 226 ALTERING THE BASICS...... 291 ...... 147 LIVING IN A DANGEROUS WORLD CYBERPUNK: CYBER HERO...... 228 EXPERIENCE POINTS...... 292 ...... 147 Acid Campaign Guidelines And Standards...... 228 Spending Experience Points...... 292 ...... 148 Chemicals Genre Conventions And Features...... 228 Assigned Experience Points...... 293 ...... 148 Electricity Character Archetypes...... 230 Experience In Superheroic Campaigns...... 293 ...... 150 Fire Sample Character...... 231 FINAL ADVICE...... 294 Quicksand...... 152 Slash...... 231 Radiation...... 153 FANTASY: FANTASY HERO...... 233 CHAPTER TEN: CHANGING THE SYSTEM Traps And Security Devices...... 155 ...... 233 CHANGING THE HERO SYSTEM...... 296 Vehicle Impact...... 156 Campaign Guidelines And Standards ...... 233 DESIGN CONSIDERATIONS...... 296 Everything Else...... 157 Genre Conventions And Features Character Archetypes...... 235 META-RULES OF THE HERO SYSTEM...... 297 UNDERWATER ADVENTURING...... 158 Subgenres...... 236 TOOLKITTING...... 297 THE UNDERWATER ENVIRONMENT...... 158 Sample Characters...... 237 Genre Simulation...... 298 BREATHING...... 159 Darien the Bold...... 237 Adapting The Rules To Your Game...... 298 PERCEPTION AND COMMUNICATION...... 160 Belakar...... 237 Creating And Analyzing Characters...... 299 MOVING UNDERWATER...... 161 MARTIAL ARTS: NINJA HERO...... 240 CREATING NEW GAME ELEMENTS & RULES..... 299 GAME ELEMENTS...... 162 Campaign Guidelines And Standards...... 240 Altering Characteristics...... 299 Skills...... 162 Genre ConventionsSample And Features...... file 240 Creating New Skills...... 300 Talents...... 163 Character Archetypes...... 240 Creating New Perks...... 301 Powers By Special Effect...... 163 Subgenres...... 242 Creating New Talents...... 302 Powers By Category And Type...... 166 Sample Character...... 243 Creating New Powers...... 302 Power Advantages...... 167 Yeung Li...... 243 Creating New Power Advantages...... 303 Power Limitations...... 167 MODERN-DAY ACTION-ADVENTURE: Changing The Value Of Limitations...... 304 UNDERWATER FIGHTING...... 168 DARK CHAMPIONS...... 245 Creating New Complications...... 304 BREAKING THINGS...... 170 Campaign Guidelines And Standards...... 245 CHANGING THE RULES...... 304 Broken Machinery...... 173 Genre Conventions And Features...... 245 CHAPTER ELEVEN: CONCLUDING NOTES Wall BODY...... 173 Character Archetypes...... 246 Objects As Weapons...... 173 Subgenres...... 247 CONCLUSION...... 306 CONCEALMENT...... 175 Sample Characters...... 248 ORIGINS OF THE HERO SYSTEM...... 306 ANIMALS...... 177 The Verdict...... 248 WHERE YOU CAN GO FROM HERE...... 308 American Black Bear...... 177 Alena Drake...... 250 Lion...... 178 THE PULP ERA: PULP HERO...... 252 Horse (Light Warhorse)...... 178 Campaign Guidelines And Standards...... 252 Genre Conventions And Features...... 252 CHAPTER SEVEN: EQUIPMENT Character Archetypes...... 253 EQUIPMENT...... 180 Subgenres...... 254 BUILDING AND BUYING EQUIPMENT...... 180 : STAR HERO...... 255 AUTOMATONS...... 182 Campaign Guidelines And Standards...... 255 COMPUTERS...... 183 Genre Conventions And Features...... 255 Constructing A Computer...... 183 Character Archetypes...... 257 Normal Computers...... 183 Subgenres...... 258 Artificial Intelligence Computers...... 184 Sample Characters...... 259 Operating A Computer...... 184 Hur’shaas...... 259 Example Computer...... 185 Jessica Fivedawns...... 259 VEHICLES AND BASES...... 186 OTHER GENRES...... 262 VEHICLE CHARACTERISTICS...... 186 Horror...... 262 BASE CHARACTERISTICS...... 189 Post-Apocalyptic...... 262 OUTFITTING A BASE OR VEHICLE...... 191 Swashbuckling...... 262 Victorian...... 263 VEHICLE AND BASE COMPLICATIONS...... 194 Western...... 263 Sample file

Introduction