The Hero System Player's Guide

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The Hero System Player's Guide THE HERO SYSTEM STILL MORE RULES! The HERO System 6th Edition contains all the rules you need to create any sort GUIDE II PLAYER’S ADVANCED HERO SYSTEM 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 GUIDE II PLAYER’S ADVANCED HERO SYSTEM 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 Hero Games. All rights or by any means, electronic or mechanical, including photocopying, reserved. recording, or computerization, or by any information storage and Champions, Dark Champions, and all associated characters © 1981-2008 Cryptic Studios, Inc. retrieval system, without permission in writing from the Publisher: All rights reserved. “Champions” and “Dark Champions” are trademarks of Cryptic Studios, Inc. DOJ, Inc., 226 E. 54th Street, #605, New York, NY 10022-48541. “Champions” and “Dark Champions” are used under license from Cryptic Studios, Inc. Printed in the U.S.A. First printing August, 2011. Star Hero Copyright © 2002, 2011 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Produced and distributed by DOJ, Inc. d/b/a Hero Games. Fantasy Hero Copyright © 2003, 2010 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Stock Number: DOJHERO1009 Pulp Hero Copyright © 2005 by DOJ, Inc. d/b/a Hero Games. All rights reserved. ISBN Number: 978-1-58366-138-3 Justice Inc. and Danger International Copyright © 2002 by DOJ, Inc. d/b/a Hero Games. All rights http://www.herogames.com reserved. TABLE OF CONTENTS Introduction ......................................................... 4 Swimming ..................................................... 36 MENTAL COMBAT ............................................... 69 Takes No STUN ............................................. 36 ENTERING MENTAL COMBAT ............................. 69 CHAPTER ONE Telekinesis .................................................... 37 MENTAL FIGHTING ............................................ 69 CHARACTERISTICS, SKILLS, PERKS, & TALENTS Telepathy ...................................................... 37 COMBAT MODIFIERS ......................................... 71 CHARACTERISTICS ............................................... 6 ................................................. 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” ............................................
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