THE STILL MORE RULES! The HERO System 6th Edition contains all the rules you need to create any sort HERO SYSTEM ADVANCED PLAYER’S GUIDE II of character, power, gadget, spell, vehicle, monster, or weapon you can think ADVANCED of. The HERO System Advanced Player’s Guide expands on those rules, offering PLAYER’S GUIDE more information and options for dedicated HERO System gamers. But if even that’s not enough for you, The HERO System Advanced Player’s Guide II contains even more new rules, optional and variant rules, and rules expansions for your HERO System games! It includes: +10 STR +5 DEX II H HKA 1d6 rules for resolving Skill use like combat, and for changing combat to work Blast 10d6 like the Skill system H new Powers including Extradimensional Space, Object Creation, Probability Alteration, Replay, and Time Stop H Social Combat rules and guidelines, including three sample systems ready for use in any campaign Perception Skill Quality H expanded Focus creation rules With the Advanced Player’s Guide II, it’s even more fun to Be A Hero! Probability Alteration Time Stop

978-1-58366-138-3 DOJHERO1009

HERO Running +6m H Leaping +4m GAMES H ISBN: 978-1-58366-138-3 DOJHERO1009 $24.99 US www.herogames.com THE HERO SYSTEM STILL MORE RULES! The HERO System 6th Edition contains all the rules you need to create any sort HERO SYSTEM ADVANCED PLAYER’S GUIDE II of character, power, gadget, spell, vehicle, monster, or weapon you can think ADVANCED of. The HERO System Advanced Player’s Guide expands on those rules, offering PLAYER’S GUIDE more information and options for dedicated HERO System gamers. But if even that’s not enough for you, The HERO System Advanced Player’s Guide II contains even more new rules, optional and variant rules, and rules expansions for your HERO System games! It includes: +10 STR +5 DEX II H HKA 1d6 rules for resolving Skill use like combat, and for changing combat to work Blast 10d6 like the Skill system H new Powers including Extradimensional Space, Object Creation, Probability Alteration, Replay, and Time Stop H Social Combat rules and guidelines, including three sample systems ready for use in any campaign Perception Skill Quality H expanded Focus creation rules With the Advanced Player’s Guide II, it’s even more fun to Be A Hero! Probability Alteration Time Stop

978-1-58366-138-3 DOJHERO1009

HERO Running +6m H Leaping +4m GAMES H ISBN: 978-1-58366-138-3 DOJHERO1009 $24.99 US www.herogames.com THE HERO SYSTEM ADVANCED PLAYER’S GUIDE HII THE HERO SYSTEM ADVANCED PLAYER’S GUIDE II AUTHOR Steven S. Long SPECIAL THANKS: ADDITIONAL CONTRIBUTIONS As always, special thanks to the Hero Marc Blumberg fans who’ve posted suggestions for what should go in this book, offered ideas for EDITING AND DEVELOPMENT a new or variant rule on our message Darren Watts boards, or have otherwise helped to LAYOUT AND GRAPHIC DESIGN make the HERO System an even better Bill “Electric Boogaloo Bunny” Keyes game. Special thanks also to Geoff Speare for probability chart preparation. COVER ART Bill Keyes

HERO SystemTM ® is DOJ, Inc.’s trademark for its roleplaying system. No part of this book may be reproduced or transmitted in any form HERO System Copyright © 1984, 1989, 2002, 2009 by DOJ, Inc. d/b/a . 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 © 1981-2008 , Inc. retrieval system, without permission in writing from the Publisher: All rights reserved. “Champions” and “Dark Champions” are trademarks of Cryptic Studios, Inc. DOJ, Inc., 226 E. 54th Street, #605, New York, NY 10022-48541. “Champions” and “Dark Champions” are used under license from Cryptic Studios, Inc. Printed in the U.S.A. First printing August, 2011. Copyright © 2002, 2011 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Produced and distributed by DOJ, Inc. d/b/a Hero Games. Copyright © 2003, 2010 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Stock Number: DOJHERO1009 Pulp Hero Copyright © 2005 by DOJ, Inc. d/b/a Hero Games. All rights reserved. ISBN Number: 978-1-58366-138-3 Justice Inc. and Danger International Copyright © 2002 by DOJ, Inc. d/b/a Hero Games. All rights http://www.herogames.com reserved. TABLE OF CONTENTS

Introduction ...... 4 Swimming ...... 36 MENTAL COMBAT ...... 69 Takes No STUN ...... 36 ENTERING MENTAL COMBAT ...... 69 CHAPTER ONE Telekinesis ...... 37 MENTAL FIGHTING ...... 69 CHARACTERISTICS, SKILLS, PERKS, & TALENTS Telepathy ...... 37 COMBAT MODIFIERS ...... 71 CHARACTERISTICS ...... 6 ...... 37 Teleportation COMBAT MANEUVERS ...... 72 General Rules ...... 6 Time Powers ...... 38 MENTAL DAMAGE ...... 73 Strength ...... 6 Transform ...... 42 Perception As A Characteristic ...... 6 Tunneling ...... 42 MIND-TO-MIND COMBAT ...... 73 Speed ...... 8 Naked Advantages ...... 43 Basic Mental Maneuvers ...... 75 SKILLS ...... 9 Alternate Combat Value ...... 43 Advanced Mental Maneuvers ...... 77 GENERAL RULES ...... 9 Area Of Effect ...... 43 Mental Combat Styles ...... 78 Skill Dif!culty System ...... 9 Attack Versus Alternate Defense ...... 43 SOCIAL COMBAT ...... 79 Skill Quality ...... 10 POWER ADVANTAGES ...... 43 THE BASICS OF SOCIAL COMBAT ...... 79 SPECIFIC SKILLS ...... 11 Auto!re ...... 44 Initial Considerations ...... 79 Breakfall...... 11 Cumulative ...... 44 Implications And Consequences ...... 81 Defense Maneuver ...... 11 Damage Over Time ...... 44 Other Factors Affecting Social Combat ...... 82 Martial Arts ...... 14 Delayed Effect ...... 45 EXAMPLE SOCIAL COMBAT SYSTEMS ...... 83 Penalty Skill Levels ...... 14 Does Knockback ...... 46 Skill Social Combat ...... 83 Power ...... 14 Double Knockback ...... 46 Social Combat Maneuvers ...... 85 Two-Weapon Fighting ...... 14 Impenetrable ...... 46 Talent Social Combat ...... 93 Weapon Familiarity ...... 14 MegaScale ...... 46 THE SPEED ZONE ...... 97 Combat Luck ...... 16 Penetrating ...... 46 FAST AND SLOW PERCEPTIONS ...... 97 Danger Sense ...... 16 Persistent ...... 46 The Slow Point Of View (POV) ...... 97 Universal Translator ...... 16 Personal Immunity ...... 47 The Fast Point of View (POV) TALENTS ...... 16 Time Limit ...... 47 And The Speed Zone ...... 100 Trigger ...... 47 ENTERING THE SPEED ZONE ...... 104 CHAPTER TWO Usable As [Second Mode Of Movement] ...... 47 Buying Speed Zone Extra-Dimensional POWERS, POWER MODIFIERS, Usable On Others...... 47 Movement ...... 104 & COMPLICATIONS Variable Advantage ...... 48 How The Speed Zone Works ...... 105 POWERS ...... 18 Ablative ...... 49 OTHER “ZONES” ...... 108 Adjustment Powers ...... 18 Charges ...... 49 The Mind Zone ...... 108 Attack Powers ...... 20 Gestures, Incantations...... 49 The Mystic (Or Astral) Zone ...... 108 Defense Powers ...... 21 Linked ...... 49 Mental Powers ...... 21 Psionic (-½) ...... 49 CHAPTER FOUR Movement Powers ...... 22 POWER LIMITATIONS ...... 49 ENVIRONMENT AND EQUIPMENT Absorption ...... 22 Uni!ed Power ...... 50 THE ENVIRONMENT ...... 110 Aid ...... 22 Variable Limitations...... 50 FALLING ...... 110 Barrier ...... 23 General Rules ...... 51 ENVIRONMENTAL EFFECTS ...... 110 Change Environment ...... 24 Accidental Change ...... 51 Disease And Illness ...... 110 Characteristics ...... 24 Enraged/Berserk ...... 51 Sleep And Sleep Deprivation ...... 112 Clairsentience ...... 24 COMPLICATIONS ...... 51 ATTACKING AND DESTROYING LARGE OBJECTS 113 Clinging ...... 24 Psychological Complication ...... 53 Automatons ...... 114 Damage Negation ...... 25 Vulnerability...... 54 Computers ...... 114 Darkness ...... 25 CHAPTER THREE Weapons ...... 114 De#ection ...... 25 Armor And Shields ...... 114 ...... 25 COMBAT AND ADVENTURING Desolidi!cation EQUIPMENT ...... 114 Dispel ...... 26 ENTERING COMBAT & FIGHTING ...... 56 EXPANDED FOCUS RULES ...... 115 Drain (and Suppress) ...... 26 Aborting An Action ...... 56 ...... 115 Duplication ...... 26 COMBAT SKILLS SYSTEM ...... 56 Focus Defense ...... 116 Enhanced Senses ...... 26 Characteristics ...... 56 Focus BODY ...... 116 Entangle ...... 26 Skills ...... 57 Focus Size ...... 117 Extradimensional Space ...... 27 Combat ...... 59 Focus Mass Focus Applicability ...... 118 Flash...... 28 ...... 60 COMBAT MODIFIERS & MANEUVERS ...... 120 Growth ...... 29 “Realness” Of A Focus COMBAT MODIFIERS ...... 60 Determining The Final Value Of Focus ...... 120 Hand-To-Hand Attack ...... 29 COMBAT MANEUVERS ...... 60 Healing ...... 29 Block ...... 60 APPENDIX Images ...... 29 Grab ...... 61 INDEX ...... 29 Invisibility Grab By ...... 61 INDEX ...... 121 Killing Attack ...... 29 Haymaker ...... 61 Luck ...... 30 Multiple Attack ...... 62 Mental Illusions ...... 31 Throw ...... 62 Mind Control ...... 31 Trip ...... 62 Mind Link ...... 31 Choke ...... 62 Mind Scan ...... 31 Dive For Cover ...... 62 Multiform ...... 31 DAMAGE ...... 63 ...... 32 Object Creation Adding Damage ...... 63 ...... 34 Probability Alteration Taking Damage ...... 63 ...... 35 Re#ection Effects Of Damage ...... 63 ...... 35 Regeneration NORMAL DAMAGE ...... 64 ...... 36 Resistant Protection KILLING DAMAGE ...... 65 ...... 36 Running Showdowns ...... 67 Skills ...... 36 OTHER COMBAT RULES & EFFECTS ...... 67 Stretching ...... 36 ...... 68 Summon ...... 36 Endurance 4 Introduction Hero System 6th Edition

INTRODUCTION

f there’s any one fact about die-hard HERO Chapter Two, Powers, Power Modi"ers, And ABBREVIATIONS System fans that tends to be true, regardless Complications, has rules clari"cations, options, of campaign type or play style, it’s this: they and expansions for some of the most-used This book uses the love rules, and tinkering with rules. !ey love elements of the HERO System. It includes some following abbreviations I expansions of existing rules, ideas for replacing new Powers, expanded rules for Psychological to refer to other HERO one rule with another, optional new rules, and Complication, and information on some unusual books: System variants of the current rules. For gamers like this, Power-Advantage combinations. who are always looking for ways to improve their 6E1: The HERO System Chapter !ree, Combat And Adventuring, is one th games and making playing more enjoyable, all 6 Edition, Volume I: of the largest in the book. In addition to new, the rules in !e HERO System 6th Edition rule- optional, and expanded rules for basic physical book aren’t enough. And all the additional rules combat, it includes some advanced rules for 6E2: The HERO System in !e HERO System Advanced Player’s Guide th Mental Combat and Social Combat. !ey’re ideal 6 Edition, Volume II: aren’t enough. !ey also need !e HERO System for campaigns that want to emphasize those forms Combat And Adventuring Advanced Player’s Guide II! of character interaction, even when it’s not strictly !e “APG2” is just what you need if you’re APG: The HERO System combative. Advanced Player’s Guide looking for more detailed rules for some speci"c aspect of HERO System play, where you feel like a Chapter Four covers Environment And Equipment. FH: Fantasy Hero di#erent approach to an important rule or section Among other things, it features an optional system HSB: The HERO System of the rulebook will bene"t your game, or if you of expanded rules for creating Foci that allows you Bestiary simply enjoy reading and trying out new, optional, to more precisely de"ne their BODY, defenses, and variant rules. It’s divided into chapters based mass, and size. HSEG: The HERO System on di#erent game elements of the HERO System. All of the new rules (as opposed to clari"ca- Equipment Guide Chapter One, Characteristics, Skills, Perks, And tions of existing rules) in APG2 are optional. !e HSG: The HERO System Talents, covers those four parts of the HERO GM isn’t required to use them if he doesn’t want Grimoire System, including such things as an expanded STR to, and should consider them carefully before allowing them in play. !ey may be just the HSMA: HERO System Table, rules for Skill quality, and some additional thing for creating certain types of characters and Martial Arts options for Danger Sense. creatures for your campaign... or they may cause HSS: HERO System serious game balance problems based on your Skills style of play. Players should check with their GMs before using any APG2 rules to build characters. HSV: HERO System Vehicles SH: Star Hero 122 Index Hero System 6th Edition Abbreviations Killing Attack (Power)

INDEX

Abbreviations: 4 Breakfall (Skill): 11 Copier (Limitation for Object Endurance: 68 Ablative (Limitation): 21, 49 Cerebral Fencing (style of Mind- Creation): 33 Englobing targets with Barrier: 23 Aborting an Action: 56 To-Mind Combat): 78 Costs Endurance (Limitation): 22, Enhanced Senses (Power): 26, Absorption (Power): 22 Change Environment (Power): 25-26, 28, 36, 42 28 Accidental Change (Complica- 24, 44 Countreracts Indirect (Advan- Enraged/Berserk (Complication): tion): 52 Characteristic Maxima: 6 tage): 23 51 Adding Damage: 63-65 Characteristics: 6 Cumulative (Advantage): 21, 30, Entangle (Power): 18, 26, 44 44 Adjustment Powers: 18 Characteristics (Power): 24 Entering Combat: 56 Curing disease: 111 Advanced Mental Maneuvers: Charges (Limitation): 34, 49 Entering Mental Combat: 69 Damage: 63 74, 77 Choke (Combat Maneuver): 62 Environment: 110-15 Damage Negation (Power): 25 Advantages Clairsentience (Power): 24, 28 Equipment: 114-22 Damage Over Time (Advantage): Generally: 43-49 Classes of beings, Barriers Expanded Focus Rules: 115 44 On Characteristics: 6 versus: 22 Focus (Limitation): 115 Danger Sense (Talent): 16 Affects Desolidi!ed (Advantage): Clever Repartee (Social Combat Extra Time (Limitation): 27 Darkness (Power): 25, 44 30 Talent): 94 Extradimensional Space (Power): Aid (Power): 22, 44 Clinging (Power): 24 Decreased Re-Use Duration 27 (Advantage for Probability Allocatable (Advantage): 21 Combat: 61 Falling: 110 Alteration): 35 Alternate Combat Value (Advan- Combat and Adventuring: 56-108 Fighting: 56 Defense Maneuver (Skill): 11 tage): 43 Combat done as Skills: 56 Fighting Skills: 57 Defense of a Focus: 115 Always Favorable (Advantage for Combat Luck (Talent): 16 Flash (Power): 28, 44 Probability Alteration): 35 Defense Powers: 21 Combat Maneuvers Gates: 37-38 Applicability of a Focus: 118 Defensive Absorption: 22 Generally: 0 Gestures (Limitation): 49 Area Of Effect (Advantage): 26, Defensive Social Combat Value In Mental Combat: 72 Grab (Combat Maneuver): 61 30, 33, 35, 43, 45 (DSCV): 85 Telekinesis and: 37 Grab By (Combat Maneuver): 61 Armor: 114 De"ection (Power): 25 Combat Modi!ers Growth (Power): 29 Attack Powers: 20 Delayed Effect (Advantage): 29, Generally: 60 45 Hand-To-Hand Attack (Power): 29 Attack Versus Alternate Defense (Advantage): 43 In Mental Combat: 71 Deprivation of sleep: 112 Haymaker (Combat Maneuver): Combat Skills System: 56 61 Attaint (Social Combat Talent): 94 Desolidi!cation (Power): 25, 39, Commando Psionics (style of 41 Healing (Power): 28, 45 Auto!re (Advantage): 19, 33, Mind-To-Mind Combat): 78 35, 44 Dimensional (Sense Modi!er): 26 Hit Locations, Auto!re and: 44 Communication in Social Combat Automatons: 114 Disease: 110 Illness: 110 (style of Mind-To-Mind Dispel (Power): 25, 44 Images (Power): 29, 45 Barrier (Power): 18, 23, 25, 44 Combat): 79 Dive For Cover (Combat Impenetrable (Advantage): 46 Based On CON (Limitation): 21, Complications: 51-54 26, 30 Maneuver): 62 Incantations (Limitation): 49 Composure (COM) (“Social Diving: 36 Increased Re-Use Duration Basic Mental Maneuvers: 74-75 STUN”): 86 Berserk (Complication): 51 Does Knockback (Advantage): 46 (Limitation for Probability Computers: 114 Alteration): 35 Block (Combat Maneuver): 60 Double Knockback (Advantage): CON-based Recovery: 63 46 Intimidation (Skill): 84 Body of a Focus: 116 Con!gurable (Advantage for Drain (Power): 26 Introduction: 4 Bolster Con!dence (Social Object Creation): 33 Duplication (Power): 26, 39 Invisibility (Power): 29 Combat Talent): 94 Constant (Advantage): 19, 35 Effects of Damage: 63 Invisible Power Effects (Advan- Bonuses for Psychological Controlled Effect for Attack EGO Roll Recovery: 63 tage): 35, 42 Complications: 54 Powers: 20 Boost (Power): 22 Encumbrance (Combat Modi- Irresistible Knockback: 46 !er): 62 Killing Attack (Power): 29 The Hero System Advanced Player’s Guide Index 123 Knockback, Irresistible Weapons

Knockback, Irresistible: 46 Penetrative (Sense Modi!er): Skill Social Combat (system of Usable On Others (Advantage): Known Search (Limitation for 24-25 Social Combat): 83 21, 30, 35, 39, 45, 47 Telepathy): 37 Perceivable (Limitation): 40 Skill Values (SVs): 9 Variable Advantage (Advantage): Kokorojutsu (style of Mind-To- Perception (as a Characteristic or Skills: 9-15 30, 48 Mind Combat): 78 Skill): 6-7 Skills (Power): 36 Variable Effect (Advantage): 19 Life Support (Power): 39 Persistent (Advantage): 46 Skills done like combat: 9-10 Variable Limitations (Limitation): Limitations: 49-50 Personal Immunity (Advantage): Sleep: 112 50 Limited Access (Limitation for 42, 47 Slow Time (Limitation for Time Variable Special Effects (Advan- Extradimensional Space): 28 Player Characters, involvement in Stop): 40 tage): 30 Limited Area (Limitation for Time Social Combat: 83 Social Combat: 79-96 Voice, Flashing: 28 Stop and Replay): 39, 42 Position Shift (Adder): 21 Social Combat Maneuvers Vulnerability (Complication): 25, Limited Contents (Limitation for Power (Skill): 14 (system of Social Combat): 85 54 Extradimensional Space): 28 Powers: 18-42 Social Con!dence (Social Combat Weapon Familiarity (Skill): 14 Limited Power (Limitation): 30 Probability Alteration (Power): 34 Talent): 96 Weapons: 114 Limited SPD: 8 Psionic (-½) (Limitation): 49 Social Defense (SD): 85 Limited Type Of Objects (Limita- Psychological Complication Speed (Characteristic): 8 tion for Object Creation): 34 (Complication): 53 Speed Zone, The: 97-108 Limited Weight (Limitation for Pushing: 68 Sticky (Advantage): 30 Extradimensional Space): 28 Quality of Skills: 10 Strength (Characteristic): 6-7 Linked (Limitation): 19, 49 Ranged (Advantage): 33 Strength Table, Expanded: 7 Long-Lasting (Adder for Change Rapid Recovery (Power): 63 Stretching (Power): 36 Environment): 24 Realness of a Focus: 120 Summon (Power): 33, 36 Luck (Power): 30 Recovering from being Knocked Suppress (Power): 26 Manipulation (Skill): 84 Out: 63 Swimming (Power): 36 Martial Arts (Skill): 14 Reduces STR (Advantage for Takes No Stun (Power): 36 Mass of a Focus: 117 Entangles): 27 Taking Damage: 63 Megascale (Advantage): 33, 46 Re"ection (Power): 35 Talent Social Combat (system of Mental Combat: 69 Regeneration (Power): 35 Social Combat): 93 Mental Combat Styles: 78 Replay (Power): 40 Talents: 16 Mental Damage: 73 Replay Immunity (Advantage for Target Size (Combat Modi!er): 60 Mental Fighting: 69 Replay): 41 Telekinesis (Power): 23, 37, 45 Mental Illusions (Power): 31, 45 Requires A Skill Roll (Limitation): Telepathy (Power): 37, 45 Mental Powers: 21 31, 33 Teleportation (Power): 37 Mind Control (Power): 31, 45 Requires Multiple Charges (Limi- Throw (Combat Maneuver): 62 Mind Link (Power): 31 tation): 50 Time Limit (Advantage): 30, 47 Mind Scan (Power): 31, 45 Resistant (Advantage): 21 Time Powers : 38 Mind-To-Mind Combat: 73 Resistant Protection (Power): 36 Time Stop (Power): 38, 41 Mind Zone, the: 108 Restricted Lifespan (Limitation for Object Creation): 34 Transdimensional (Advantage): Misdirection (Social Combat 28, 39 Talent): 95 Running (Power): 36 Transform (Power): 33, 42, 45 Movement Powers: 21 Savoir Faire (“Social Recovery”): 86 Trigger (Advantage): 29, 47 Multiform (Power): 31 Score A Point (Social Combat Trip (Combat Maneuver): 62 Multiple Absorption (Advantage): Talent): 95 Tunneling (Power): 42 22 Secondary SPD: 8 Two-Weapon Fighting (Skill): 14 Multiple Attack: 62 Seishinjutsu (style of Mind-To- Two-Way Transparent (Advantage Mystic (Or Astral) Zone, the: 108 Mind Combat): 78 for Barrier): 23 Naked Advantages: 43 Separate Physical State (Advan- Uncontrolled (Advantage): 47 Object Creation (Power): 32 tage for Multiform): 31 Unfamiliar Weapon (Combat Objects, large, attacking/ Shields: 114 Modi!er): 60 destroying: 113 Showdowns: 67 Uni!ed Power (Limitation): 50 Offensive Social Combat Value Side Effects (Limitation): 31 Universal Orator (Talent): 16 (OSCV): 85 Simpli!ed Mental Combat: 72 Universal Translator (Talent): 16 Other Combat Rules & Effects: 67 Size of a Focus: 116 Unruf"ed (Social Combat Talent): Outdrawing one’s opponent: 67 Skill Dif!culty: 9 96 Penalty Skill Levels (Skill): 14 Skill Quality: 10 Usable As [Second Mode OI Penetrating (Advantage): 46 Movement] (Advantage): 47