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City of Heroes · Homecoming
HERO System · 5th Edition Revised · Player Reference

Odiak's HERO Codex

Everything you need to rough out a character before the dice hit the table — characteristics, skills, powers, and the advantages and limitations that make them yours. Read the legend below first, then jump to any chapter from the sidebar or search for a specific power by name.

I

Read This First


Facts about this guide

Sentences in yellow mean either read the book or ask the GM

When a title is this violet-red and UNDERLINED it means there are at least 2 significant sections. If this remained in markdown then you can collapse the section

When a word is this shade of purple and UNDERLINED, if this remained in markdown then it is a link to a different page/article. It may be hard to find your way back. If in all caps it is the same page

The overall purpose of this guide is to streamline new players ability to create a character and to ask the right questions to the GM. Namely by simplifying the explanations and compiling the costs of things provided in the first 300 pages of the actual book. You will not be able to finely tune or with this guide alone but you can do a step better than a rough outline of how you want your character built.


Creating a character involves choosing the abilities, personality, and other qualities you want for him, and then figuring out how to create and buy them using the HERO System rules. Doing this from scratch takes a fair amount of time. Below is the basic overview about xp, Attributes, Primary & Figured Characteristics, and Movement

The final determination of what happens or what is allowed or not allowed, for the entirety of the game, is up to the GM based on special effects, common sense, and dramatic sense.

Character Points a.k.a. Experience Points or XP

As the campaign progresses, your character earns Experience Points (page 555) he can spend to improve his abilities and learn new ones. Write them down here, including not just the total but how many are spent and unspent.
you should make note of your Base Points the points the GM gives you for free to start the campaign and points obtained from taking Disadvantages

At the start of the game, the Total Characteristics Points, Total Skills, Perks, & Talents Cost, and Total Powers/Equipment Cost, added together, should be equal to or less than the Base Points plus Disadvantage points.

ATTRIBUTES

Characteristics

The character’s natural physical and mental abilities. Examples of Characteristics include Dexterity, Comeliness, and Physical Defense. In book see pages 32-41. PRIMARY FIGURED

For those of us who have no idea what a reasonable stat-spread looks like
HERO System Character Ability Guidelines

Skills

Abilities an individual can learn from study. Anyone can learn Skills; there’s nothing especially mysterious or unusual about them. Examples of Skills include Computer Programming, Oratory, and Martial Arts. See pages 42-77. HERO System Skills & Perks & Disadvantages

Perks

Useful resources and privileges a character has access to. Perks are not innate; a character can lose, gain, or alter them over time. Examples of Perks include Money, Diplomatic Immunity, and Followers. In book see pages 78-85. HERO System Skills & Perks & Disadvantages

Disadvantages

Personal complications, hindrances, drawbacks, and difficulties that affect a character. Examples of Disadvantages include following a “code of honor” (Psychological Limitation), having a deadly enemy or arch-nemesis (Hunted), or being blind (Physical Limitation). In book see pages 326-41.

Talents

Weird and unusual abilities some characters possess. Typically they are innate abilities, magical gifts, or the like. Talents are between Powers and Skills. In book see pages 86-92. Due to potential GM restrictions for Talents, they will not be included in this condensed guide.

Powers

The amazing and unnatural abilities possessed by characters in genres such as comic book superheroes, Fantasy, and Science Fiction. Characters in Superheroic games (see below) can buy Powers as innate abilities; characters in Heroic games use Powers to construct various types of abilities or equipment which are not “superpowers” per se. Examples of Powers include Invisibility, Flight, and Telepathy. In book see pages 93-242. HERO System Powers Condensed

Adders

These are small additional costs to a Power that increase its flexibility and usefulness. Adders are not mandatory to be used every time the power is, unless the Power is Always On. Adders add directly to the cost of a power (for example, each extra x2 Noncombat Movement costs +5 Character Points). Adders increase a power’s Active Point cost (and thus how much END it costs to use it); you add them to a power’s cost before applying Advantages. HERO System Power Modifiers

Cost of Power + Adders = Base Cost

Advantages

Advantages modify ordinary Powers to make them more useful and effective. A character must always use the Advantages purchased for a Power at full strength whenever he uses that Power. These modifications increase the Active Point cost of a power by multiplying it. You apply Advantages to Powers after applying all Adders and other modifiers that increase the Power’s cost.When first making a power don't think too hard on the price to make it operate like you want the equation is

Base Cost x (1 + total value of all Advantages) = Active Point Cost

You will use the Active Point Cost for Endurance and other calculations that impact powers so it is always important to remember. HERO System Power Modifiers HERO System Advantage and Limitation Calculations

Limitations

Limitations, help to emphasize or focus the special effects of a power. They do this by designating situations or conditions in which the power does not function, functions less effectively, or suffers some other restriction. Because they make a power less useful, Limitations lower its cost. Power Limitations also help to develop a character’s conception and background. A Limitation that doesn’t limit the character isn’t worth any bonus
Active Cost / (1 + total value of all Limitations)= Real Cost

Real Cost is how much CP you actual pay for the power. Even though limitation values are presented as negatives for the purposes of this equation treat them as positive. HERO System Power Modifiers HERO System Advantage and Limitation Calculations

Senses

These Sensory Powers allow a character to sense things beyond the capacity of normal human Senses. For game purposes there are targeting and nontargeting senses. The difference being how well you can act with maximum ability against a given perceived target. The link is to a List of all Senses and Sense Modifiers in the book. There are certainly more you can develop using these as a baseline. HERO System Senses


Characteristics & Movement

Primary Characteristics

Strength (STR): represents the character’s raw physical power: how much damage he does in HTH Combat; how much he can lift, carry, and throw; and so forth. STR also adds to the base values of PD, REC, and STUN. One point of STR costs 1 Character Point; every +5 Character Points represents +1d6 damage and a doubling of the character’s lifting capacity.

Dexterity (DEX): represents a character’s agility and reaction time. It also represents accuracy; a character’s Combat Value (CV) is his DEX/3. Many important Skills are DEX-based, as is SPD. One point of DEX costs 3 Character Points.

Constitution (CON): represents a character’s health and hardiness. A character’s CON determines how easily he’s Stunned in combat; CON adds to the base value of ED, REC, END, and STUN. One point of CON costs 2 Character Points

BODY: represents how much damage a character can take before dying. BODY adds to the base value of a character’s STUN. One point of BODY costs 2 Character Points.

Intelligence (INT): represents a character’s ability to take in and process information quickly. It does not necessarily reflect knowledge or lack thereof (a character could be ignorant or a genius, but still have an INT of 10). INT has more to do with processing and reacting to information than with raw learning. INT serves as the basis for Perception Rolls and many important Skills. One point of INT costs 1 Character Point.

EGO: represents a character’s mental strength and strength of will. EGO helps a character when he undergoes a test of willpower, becomes wounded, resists interrogation or Mental Powers, or tries to overcome his Psychological Limitations (see page 336). One point of EGO costs 2 Character Points

Presence (PRE): represents the character’s forcefulness, charisma, bravery, confidence, bearing, and leadership qualities — in short, his impressiveness. PRE allows characters to impress or awe others and to resist the effects of another character’s high PRE. One point of PRE costs 1 Character Point.

Comeliness (COM): reflects the character’s beauty or handsomeness. This may effect the use of some Skills or Presence Attacks. One point of COM costs ½ Character Point though the minimum cost of a single point of COM is 1 point; a character can’t buy COM 11 for 0 points, or COM 17 for 3 points — those values cost 1 and 4 points, respectively

Ignore the maximum value column listed on this table the GM will provide that number
HERO Primary Characteristis

Figured Characteristics

PHYSICAL DEFENSE (PD): represents a character’s ability to withstand damage from physical attacks, such as punches. Characters subtract their PD from the STUN and BODY damage done by Normal Damage physical attacks. PD has a base value of (STR/5); increasing it costs 1 Character Point per 1 point.

ENERGY DEFENSE (ED): represents a character’s ability to withstand damage from energy attacks, such as electricity or fi re. Characters subtract their ED from the STUN and BODY damage done by Normal Damage energy attacks. ED has a base value of (CON/5); increasing it costs 1 Character Point per 1 point.

SPEED (SPD): represents how many Phases a character has in a Turn, and when they occur (see Combat Time, pages 356-47). Speed has a base value of 1 + (DEX/10). Each additional 1 point of SPD costs 10 Character Points. SPD is the only Figured Characteristic that doesn’t round in favor of the character. Thus, if a character has a value of DEX that doesn’t calculate an even point of SPD – in other words, any DEX that doesn’t end in 0 (10, 20, 30, or the like) — he ends up with a “fractional SPD” remainder. He can’t sell this off (see below), but if he wants to buy up his SPD to the next point, he only has to pay the difference between the fractional SPD and the next full point of SPD. In other words, to increase SPD after rounding off, characters must buy the remaining fraction of a SPD point. Each 1/10 of a SPD point costs 1 Character Point.

RECOVERY (REC): represents how fast a character recovers from being exhausted or knocked out; it also allows the character to heal more quickly. Recovery has a base value of (STR/5) + (CON/5). Each point of REC allows the character to regain one point of lost STUN and one point of spent END each PostSegment 12 Recovery and each Phase in which the character takes a Recovery. Each additional 1 point of REC costs 2 Character Points.

ENDURANCE (END): represents the energy a character expends to act, exert himself, and use his powers — the more END he has, the longer he can keep doing things. A character who uses a Power, moves, or uses STR expends END. END has a base value of 2 x CON. Each additional 1 point of END costs ½ Character Point (to buy 2 END only costs 1 Character Point). (However, the minimum cost of a single point of END is 1 point; a character can’t increase his standard 20 END to 21 for 0 points, or to 27 END for 3 points — those values cost 1 and 4 points, respectively

STUN: represents how much damage a character can take before being Knocked Out. STUN has a base value of BODY + (STR/2) + (CON/2). Each additional 1 point of STUN costs 1 Character Point. A character with 0 or less STUN is Knocked Out.

Ignore the maximum value column listed on this table the GM will provide that number
HERO Figured Characteristics

Movement

Every character can run and swim at a certain velocity, and leap a certain distance.

A character’s ability to move is measured in inches (also called hexes; see page 356). All characters in a Phase can
Run up to 6”
Swim up to 2”
Leap up to 2” forward.

Characters can increase these rates of movement by buying the appropriate Movement Power (Running, Swimming, or Leaping).

Teleport and Flight are powers and must be purchased to have access.
- 2 Character Points for every 1” of Flight
- 2 Character Points for every 1” of Teleportation

Ignore the maximum value column listed on this table the GM will provide that number
HERO Movement Table

II

Character Ability Guidelines

Character Ability Guidelines

Optional Character Design Guideline

III

Skills, Perks & Disadvantages

Skills

Skills are abilities characters have learned or were trained to perform. For the most part the names and what they allow a character to do are straight forward. I recommend reading the book for a full description if you decide to add it to your character.

Basic Skill Mechanics

If the character rolls less than or equal to his Skill Roll, taking all modifiers into account, he has succeeded. The more he makes the roll by, the greater his degree of success.

If the character rolls greater than his Skill Roll, taking all modifiers into account, he has failed. A failed Skill Roll means the character can’t perform the chosen action or receives no benefit from the Skill until the situation changes in the character’s favor — in other words, until he somehow gets at least a +1 modifier to the Skill Roll.

Sometimes characters use their Skills in opposition. In any Skill Versus Skill situation, the character taking action rolls first. If he succeeds, the character who reacts takes a negative modifier based on the first character’s degree of success. For example, the character setting a bomb makes a Demolitions roll. The character trying to defuse the bomb suffers a modifier based on how well the first character made his Demolitions roll.

Agility Skills

are based on DEX. They cost 3 Character Points for a base (9 + DEX/5) or less roll; a +1 to any Agility Skill costs 2 Character Points. Agility Skills suffer penalties when a character is Encumbered. Agility Skills include: Acrobatics, Breakfall, Climbing, Combat Driving, Combat Piloting, Contortionist, Fast Draw, Lockpicking, Riding, Sleight Of Hand, Stealth, Teamwork

Background Skills

represent different kinds of information or knowledge a character possesses. Typically, characters acquire them by growing up in a certain society, studying under a teacher, or through their life experiences. Background Skills help flesh out a character and may prove crucial in non-combat situations. The cost for Background Skills varies according to type. They include: Knowledge Skill, Language, Professional Skill, Science Skill, Transport Familiarity

Combat Skills

help the character fight effectively. Typically they do not require a Skill Roll. They include: Autofire Skills, Combat Skill Levels, Defense Maneuver, Martial Arts, Penalty Skill Levels, Rapid Attack, Two-Weapon Fighting, Weapon Familiarity

Intellect Skills

are based on INT. Most cost 3 Character Points for a base (9 + INT/5) or less roll; a +1 to the roll of most Intellect Skills costs 2 Character Points (a few have different cost structures). Intellect Skills include: Analyze, Bugging, Computer Programming, Concealment, Cramming, Criminology, Cryptography, Deduction, Demolitions, Disguise, Electronics, Forensic Medicine, Forgery, Gambling, Inventor, Lipreading, Mechanics, Mimicry, Navigation, Paramedics, Security Systems, Shadowing, Survival, Systems Operation, Tactics, Tracking, Ventriloquism, Weaponsmith

Interaction Skills

are based on PRE. Most cost 3 Character Points for a base (9 + PRE/5) or less roll. A +1 to most Interaction Skills costs 2 Character Points. Interaction Skills include: Acting, Animal Handler, Bribery, Bureaucratics, Conversation, High Society, Interrogation, Oratory, Persuasion, Seduction, Streetwise, Trading

Perks

Perks are useful resources, items, privileges, and contacts to which a character has special access. Perks are not innate abilities, but rather special benefits the character enjoys. Unlike Skills, Perks are inherently transitory in nature. A character can gain Perks during the course of the campaign and later lose them just as easily. If a character loses a Perk he typically gets the Character Points he spent on it back, unless the rules for a specific Perk note otherwise.

Followers are full blown extra characters, a character can have multiple followers. Examples of Followers include human agents, animal companions, kid sidekicks, familiars, intelligent computers, zombie servants, and golems.

HERO Perk Table

Disadvantages

The personal complications, hindrances, and drawbacks a character has to confront during his adventures are represented with Disadvantages. Determining a character’s Disadvantages helps develop his personality and background. Disadvantages should also provide the GM with interesting ideas for adventures.

A Disadvantage that isn't a Disadvantage isn’t worth any points

Disadvantages aren’t permanent. Characters often grow beyond their personal limitations, solve problems, or come to terms with themselves as their careers progress. In game terms, characters can buy off Disadvantages with the Experience Points they earn.

HERO Disadvantages Table

IV

Powers (Condensed)

Most powers and/or their sources can be perceived by three Sense Groups chosen at the time of creation
Upon power creation the character chooses from where the effect originates and cannot change it without purchasing advantages


Power Name

Description: Self explanatory

Cost: If there are any costs that are not listed on a cost table

Build Process: if there is any other than applying power special effects, Choosing advantages, adders, and limitations

Important Points:
- If I decided it was important

Example:
Self explanatory


Absorption

Description: A character with Absorption may Absorb the BODY damage of an attack and add that energy, as Character Points, to a specific Power or Characteristic.

Cost: 5 Character Points for every 1d6 of Absorption

Build Process: 1) choose an effect to absorb such as fire or physical 2) choose a characteristic(s) or power(s) that get the boost from absorb.

Important Points:
- Absorption is not a defense and will not reduce STUN or BODY damage inherently.
- Each point of absorb rolled counts as 1 character point. The Character Points rolled apply directly to the Active Points of the Characteristic or Power being buffed
- Max absorption is equal to the powers maximum possible roll. Once the max is reached no further absorption can occur.
- Order of operation when Absorption is triggered: Absorption based on initial BODY damage > apply defenses > calculate BODY damage > apply Absorption bonus.

Example: if a PC chooses electric damage to dex and an attack does 11 BODY the player rolls their 5d6 absorb and gets 10 for this segment. they gain 10 character points to add to dex. dex costs 3 character points per dex. So in this case dex increases by 3.

Aid

Description: Aid increases one or more of user or a targets Characteristics or Powers.

Cost: 10 Character Points for every 1d6 of Aid

Build Process: Choose the characteristic(s) and/or power(s) for the Aid to target

Important Points:
- The numbers rolled count as Character Points applied directly to the Active Points of the Characteristic or Power being Aided
- Max Aid is equal to the powers maximum possible roll. Once the max is reached no further Aid can occur.

Armor

Description: Armor provides a character with Resistant Defenses.

Cost: 3 Character Points for every 2 points of Resistant Defense

Build Process: Specify the type of Armor defense (PD or ED) when buying the Armor. For example, if a player spent 21 Character Points he could have 14 PD, 0 ED Armor, or 7 PD, 7 ED Armor, or any other combination that totaled 14 points of PD and ED. The character cannot change this combination, though he can spend Experience Points to add to his existing Armor

Important Points:
- Resistant Defense is counted against Normal Attacks and Killing Attacks. Characters can only buy Armor for PD or ED.

Change Environment

Description: A character with Change Environment can cause changes to his environment to a certain degree.

Cost: 5 Character Points to change the environment in a 1” radius area; double the area for every +5 Character Points, increase power of minor effects for up to +5 Character Points per level

Adder: Long-Lasting- Change environment will linger after the character stops paying END
- Costs +5 Character Points for each step on the Time Chart beyond 5 Minutes that the character wishes his effect to last; for example, making an effect last for an Hour costs +10 points. At the GM’s option, for +20 points the change can be permanent.
- If a character buys Change Environment with Charges, he may use Continuing Charges instead of Long-Lasting to simulate this effect

**Build Process: 1) choose a combat effect

Important Points:
- Change Environment cannot provide “positive” effects or bonuses to any character (other than the beneficial result of hindering his enemies

  • A character can have a Change Environment power that creates an effect generally considered pleasant or enjoyable, such as “springtime weather” or “make flowers bloom,” provided the power has no beneficial effect in game terms

  • can choose from the following combat effects:
    —a -1 to the PER Roll with one Sense or Sense Group
    —a -1 to a Characteristic Roll and/or related Skill Roll(s)
    —a -1” to a particular Movement mode
    —a one-step change in the Temperature Level
    —a -1 to a Combat Value (OCV or DCV)
    —1 point of damage (GM must approve type of damage; the character may, at the GM’s option, include appropriate Advantages; otherwise Advantages may be purchased for the damage)
    —1 point of Telekinesis STR
    —any other noncombat effect of equal magnitude listed on the accompanying table, or which the GM permits (the exact effect should be determined by the GM).

Characteristics

Description: Characters can purchase Characteristics as Powers, with Advantages, Limitations, and/or in Power Frameworks.

Cost: Treat a Characteristic as a Standard Power, and compute the cost using the regular cost for that Characteristic.

Important Points:
- If a Limitation is taken and does not restrict the Figured Characteristics (examples PD, REC, STUN), then the Limited Primary Characteristic does not add to the Figured Characteristics.

Clairsentience

Description: A character with Clairsentience can use one or more Senses at Range, thus allowing him to perceive distant objects more clearly, perceive around corners or into locked rooms. This power includes Precognition and Retrocognition

Cost:
HERO Clairsentience Table

Build Process: 1) Choose the sense(s) to use

Important Points:
- The player can change this perception point from use to use, and can put it anywhere within the range of Clairsentience, but cannot move it once it’s established unless the player buys the Mobile Perception Point Adder

Clinging

Description: A character with Clinging may cling to walls and sheer surfaces and move on them as if they were level.

Cost: 10 Character Points for ability to exert character’s normal STR; +1 Character Point for +3 Clinging STR

Important Points:
- Moving across a surface with Clinging (such as running along a wall) is the same as normal ground movement. Moving up a surface takes 2” of ground movement to move 1” up.
- A character using Clinging subtracts an extra 1d6 from all Knockback rolls, as long as he is in contact with a solid surface.

Damage Reduction

Description: Damage Reduction causes part of any damage that gets through the characters defenses to be reduced.

Cost:
Damage Reduction Table

Build Process: A character purchases Damage Reduction separately for each class of attacks (Physical, Energy, or Mental); List it's percentage; Define it as Normal or Resistant.
—Normal Damage Reduction acts against Normal Damage, AVLD, and NND attacks
—Resistant Damage Reduction Normal Damage attacks, AVLDs, NNDs, Drain STUN or Drain BODY (but not other types of Drains), Killing Attacks, and any other type of damage the GM allows it to affect

Important Points:
- A character with Damage Reduction applies his defenses normally to the damage done by an attack. If his Damage Reduction applies to the attack, he then uses it to reduce the remaining damage.

  • With the GM’s permission, a character can define his Damage Reduction as working against a specific group or type of attacks, whether Normal or Resistant, Energy or Physical or Mental. For example, a character could buy Poison Damage Reduction that only works against poisons, drugs, and gases (regardless of how they’re built or defined)

Damage Resistance

Description: A character with Damage Resistance may apply some or all of his normal PD or ED against Killing Attacks.

Cost: 1 Character Point to convert 2 points of Normal Defense to Resistant

Important Points:
- Damage Resistance doesn’t add to the character’s defenses, it just converts some of a character’s Normal Defenses into Resistant Defenses.
- Characters can also purchase Damage Resistance for Mental Defense, Flash Defense, Power Defense, or similar Defense Powers to make them Resistant

Darkness

Description: A character with Darkness can create a field that’s impervious to one Sense Group.

Cost:
Darkness table
Build Process: Pick the sense(s) group(s)

Important Points:
- Darkness makes the covered area impenetrable by the Senses it affects. For example, Darkness versus the Sight Group, even someone with Night vision cannot see into, out of, or through it. It doesn’t just make PER Rolls with the affected Senses harder, it makes them impossible

Density Increase

Description: Per level of increase density +5 STR (no Figured Characteristics), +1 PD, +1 ED, +2 KB resistance, x2 Mass

Cost: 5 Character Points for every level of Density Increase;

Important Points:
- Density Increase is only appropriate for characters who can alter their density. Characters who are always very heavy should not buy DI. Instead they should buy various Powers (such as increased Characteristics) to reflect the benefits of having a permanently altered density, and take a Physical Limitation

Desolidification

Description: A character with Desolidification can become intangible, allowing him to walk through walls and ignore attacks

Cost: 40 Character Points

Important Points:
- When Desolidified, a character cannot be touched, does not register on Sonar or Radar, and emits no scent. However, he can still breathe, and must do so. Desolidified characters are visible, but look somewhat hazy, people can tell they’re using Desolidification.

  • All of a Desolidified character’s Senses, except touch, even “active” ones like Radar, work normally while intangible.

  • any small personal objects carried (including any weapons or Foci) Desolidify. Larger objects he’s carrying do not; he immediately “drops” them. However, a Desolidified character cannot drop objects (such as grenades or anvils) onto or near other characters in the expectation that they’ll become solid and damage solid characters; such an “attack” has no effect on the solid world unless bought with the Advantage Affects Physical World.

  • types of attacks can affect Desolidified characters:
    —Mental Powers (including any Power that uses an ECV Attack Roll);
    —Sense-Affecting Powers that affect any Sense the character can use while Desolidified
    —an Adjustment Power or Dispel bought specifically to affect Desolidification, such as Drain Desolidification or Dispel Desolidification (Desolidification is not considered a “Defense Power” for purposes of these Powers);
    —Presence Attacks;
    —any attack that affects the character through his breathing, such as inhaled gases; and
    —any attack bought with the Power Advantage Affects Desolidified

  • Being Desolidified problems:
    —character cannot affect the physical world in any way. Attacks against the physical world have no effect. He can’t even affect solid targets with Mental Powers or Sense-Affecting Powers. Unless the user has abilities bought with the Advantage Affects Physical World.
    —it’s possible for a character to starve to death
    —If a Desolidified character solidifies inside a solid object, the character takes damage

Dispel

Description: Dispel can turn off another character’s power.

Cost: 3 Character Points for every 1d6 of Dispel

Build Process: Choose what kinds of powers can be targeted

Important Points:
- Dispel is an all or nothing attack: it either completely turns off a Power or it has no effect.

  • The victim of a Dispel may “restart” the Dispelled power, but he has to start from scratch. he must perform any preparations again. This means Dispel is more effective against powers that are difficult to turn on, take a long time to activate, or objects

Drain

Description: A character with Drain can temporarily lower the value of one of an opponent’s Characteristics or Powers.

Cost: 10 Character Points for every 1d6 of Drain

Build Process: The character must specify which Power or Characteristic he can Drain when he purchases Drain.

Important Points:
- There’s no limit to the amount of Character Points a character can Drain; he may use the same Drain repeatedly on the same target.

Duplication

Description: A copy of your character that may or may not share abilities.

Cost: 1 Character Point per 5 Character Points in the base character, up to 2x the number of Duplicates for every +5 Character Points

Build Process: See character building and original article pg 152

Important Points:
- Duplication is one of the most complex HERO System Powers, both conceptually and in terms of rules

Ego Attack

Description: Ego Attack can directly attack another character’s mind to cause STUN damage

Cost: 10 Character Points for every 1d6 of Ego Attack

Endurance Reserve

Description: An independent source of Endurance that provides END to run Powers

Cost: 1 Character Point per 10 END and 1 Character Point per 1 REC

Build Process: A character must decide which powers draw energy from the Reserve, and which draw energy from personal END. A power can normally only draw energy from one or the other. It can’t switch from one energy source to another unless it has the appropriate Advantage

Important Points:
- Powers that draw END from an Endurance Reserve can keep doing so, even if the character is Stunned, Knocked Out, asleep, or the like
- An Endurance Reserve can keep using its REC to Recover its END even if the character is Knocked Out, can’t breathe, or the like
- If an Endurance Reserve does not function for any reason, a character can draw no END from it.

Energy Blast

Description: Energy Blast can attack at Range, doing Normal Damage

Cost: 5 Character Points for every 1d6 of Energy Blast

Build Process: Energy Blast can represent an energy or physical force, and apply against Energy Defense or Physical Defense instead of Energy Defense, but the character must specify this when they buys the Power, and cannot change it thereafter.

Enhanced Senses

Description: These Sensory Powers allow a character to sense things beyond the capacity of normal human Senses. The HERO System has Seven “Sense Groups”:

Hearing Group: Normal Hearing
Mental Group: Mental Awareness, Mind Scan
Radio Group: Radio Perception
Sight Group: Normal Sight, Nightvision
Smell/Taste Group: Normal Smell, Normal Taste
Touch Group: Normal Touch
Unusual Group: Active Sonar, Clairsentience
, Detect, Find Weakness, High Range Radio Perception, Infrared Perception, N-Ray Perception, Radar, Radio Perception/Transmission, Spatial Awareness, Sensory Talents, Ultraviolet Perception, Ultrasonic Perception

Cost: List of all Senses and Sense Modifiers HERO System Senses

Build Process:There is a calculated cost for all Senses even the ones the Base character gets for free and is why Blindness is worth 25 character points. The full breakdown is listed in HERO System Senses or on pg 160

  • Detect allows the character to perceive whatever he defines as its subject
    Detect Table

Entangle

Description: Entangle can restrain, immobilize, or paralyze another character and create barriers.

Cost: 10 Character Points for every 1d6 BODY, 1 DEF of Entangle

Important Points:
- When a character is Entangled, his arms and legs are restrained, giving him a DCV of 0. Typically an Entangle completely immobilizes a character, making it impossible for him to move or use any Movement Powers except Teleportation, but the exact effects depend on the special effects of the Entangle and Movement Power

  • To escape an Entangle, an Entangled character must either
    —do sufficient BODY damage to exceed the Entangle DEF and reduce its BODY to 0;
    —use a Power that allows him to overcome the Entangle effect (such as Desolidification or Teleportation);
    —find some other appropriate method of escape based on the special effect of the Entangle

  • If an Entangled character is attacked, the Entangle takes damage from the attack first (unless the Entangle has the Takes No Damage From Attacks Advantage

  • Entangle to create a “wall” or barrier in one hex, depending upon the special effects of the Entangle. To place an Entangle barrier in the desired hex, the character must make an Attack Roll against DCV 3. Entangle barriers are 1” tall and ½” wide. They are 1” long (three hex sides) for every 1 BODY in the Entangle

  • An Entangle used to create a barrier does not also restrain or immobilize characters in the hexes it occupies.

  • Characters cannot use Entangle to create objects other than barriers (such as bridges, braces, or stairs)

Extra-Dimensional Movement

Description: A character with this Movement Power can travel from one dimension to another, or can travel through time. Time is considered it's own dimension.

Cost: See Tables Below

Build Process:See Tables Below

Important Points:
- Characters can create “gates” to other dimensions or times by applying the rules for Gates under Teleportation

Dimensional M TableDimensional S Table

Extra Limbs

Description: A character with Extra Limbs has one or more usable extra limbs. For 5 Character Points, the character can have as many Extra Limbs as he wants, be it 1 or 100.

Cost: 5 Character Points for any number of limbs

Important Points:
- Extra Limbs have no direct effect on combat, but characters can use them to perform maneuvers that otherwise would not be possible

  • Extra Limbs do not, by itself, allow a character extra attacks in a Phase.

Faster Than Light Travel

Description: A character with FTL Travel can travel as fast as, or faster than, light when in space.

Cost: 10 Character Points to travel at the speed of light, +2 Character Points for ever x2 FTL velocity; See Table Below

FTL Table

Find Weakness

Description: A character with Find Weakness has an uncanny ability to find a weakness in the defenses of a target, which has the effect of reducing the target’s appropriate defense by half

Cost: 10/20/30 Character Points; +1 Character Point for every +1 to the roll

Important Points:
- Find Weakness applies to only one of the character’s Attack Powers or other methods of attack; the character must choose this attack when he purchases Find Weakness

  • When a character decides to use Find Weakness, he must choose one of these types of defenses he wants to Find Weakness in:
    1. The target’s Normal Defenses (PD or ED, including Damage Resistance). The character does not have to specify the exact type of Normal Defense.
    2. The target’s Resistant Defenses (such as Armor or Force Field). The character does not have to specify the exact type of Resistant Defense.
    3. At the GM’s discretion, any one of the target’s exotic defenses (such as Mental Defense and Power Defense).

  • A character can try to Find Weakness on a target as oft en as he wishes. Each subsequent attempt to Find Weakness has a cumulative -2 penalty (second try -2, third try -4, and so on). If he ever fails to Find Weakness on a target, he may not try to fi nd further weaknesses on that target at that time

Flash

Description: A character with Flash can temporarily disable or “blind” an opponent’s Senses

Cost:
Flash Table

Build Process:Pick the sense(s) group(s)

Important Points:
- The target of a Flash doesn’t take STUN or BODY damage from the Flash.

  • If a character’s affected by a Flash, generally he can’t suffer any further effect from other Flashes of the same Sense Group.

Flash Defense

Description: A character with Flash Defense suffers less effect from Flashes.

Cost: 1 Character Point for every 1 point of Flash Defense to protect a single Sense Group

Flight

Description: A character with Flight can fly through the air, a vacuum, space, or most other three-dimensional environments

Cost: 2 Character Points for every 1” of Flight

Important Points:
- A character cannot fly through water or other liquids unless they buy an Advantage

Force Field

Description: Can create a field around himself that provides Resistant Defense

Cost: 1 Character Point for every 1 point of Resistant Defense PD, ED, Flash Defense {by Sense Group}, Mental Defense, or Power Defense

Build Process:A character must choose the defense(s) his Force Field provides when he buys it, and cannot change them thereafter. The ratio of points in the various defenses stays the same, even when he uses his Force Field at lower power. For example, an 8 PD/12 ED FF used at half power provides 4 PD/6 ED.

Important Points:
- If a character purchases a Force Field with Mental Defense, he does not get to add his EGO/5 to it, as he could with normal Mental Defense.

Force Wall

Description: Force Wall can create a defensive wall.

Cost: 5 Character Points for every 2 points of Resistant Defense; +1” width or height for every 2 Points

Build Process:A character must choose the defense(s) his Force Wall provides when he buys it, and cannot change them thereafter. The ratio of points in the various defenses stays the same, even when he uses his Force Wall at lower power

Important Points:
- The ratio of points in the various defenses stays the same, even when he uses his Force Wall at lower power.

  • If a character purchases a Force Wall with Mental Defense, he does not get to add his EGO/5 to it, as he could with normal Mental Defense.

  • Attacks treat Force Walls like real walls that have 0 BODY

  • An attack (whether from the inside or the outside) must penetrate the Force Wall to continue to its target. If the BODY of the attack doesn’t break the Force Wall, no STUN or BODY damage gets through. If the attack breaks the Force Wall, subtract the Wall’s appropriate defense from the BODY and STUN damage of the attack and apply the remaining damage to the target normally (he may then use any other applicable defenses to reduce the damage further). After a Force Wall is broken, it no longer provides any defense until the character activates it again (which requires a Zero Phase Action).

  • Force Walls are not inherently airtight. They do not prevent gases, mists, and the like from passing through them, nor do they cause an englobed character to suffocate

  • Usually a Force Wall is destroyed if it takes more BODY damage than it has in the appropriate defense. For example, a 20 PD/0 ED Force Wall is destroyed if it takes 1 BODY of Energy damage, unless it has the Transparent Advantage (see below). Force Walls that only provide “regular” defenses (PD and/or ED) are automatically Transparent to damage from attacks which apply to Mental Defense, Flash Defense, or Power Defense.

  • Englobing Characters A character can englobe a target with a Force Wall that provides PD as a defense and is at least 2” long or tall.

Gliding

Description: A character with Gliding can glide through the air (or, at the GM’s discretion, other three-dimensional gaseous environments)

Cost: 1 Character Point for every 1” of Gliding

Build Process:

Important Points:
- From the ground, a character starts with a velocity and altitude equal to his upward leap in inches. Gaining altitude is under the GM’s control; doing it slowly by using thermal updraft s is usually easy. Gliding can be more useful if the character has some Leaping or other way to obtain some initial altitude.
- While in the air, a character must drop 1” per Phase to maintain his forward Gliding velocity. Gliding does not use normal acceleration rules; instead, acceleration is +1” velocity per 1” of altitude lost.
- A Gliding character has some control over his movement, but not the total control provided by Flight.
- There is a ground gliding option to not leave foot prints or to emulate modes of movement like ice slides

Growth

Description: A character with this Power can increase in size

Cost: 5 Character Points for every +5 STR, +1 BODY, +1 STUN, -1” KB, x2 mass; 15 Character Points for every -2 DCV, +2 for PER Rolls made to perceive character, x2 height and width, and x2 reach

Hand to Hand

Description: Hand-To-Hand Attack (HA) does more than his normal amount of damage (1d6 for every 5 STR) in HTH Combat. Each die of HA adds to the character’s regular damage from STR. in essence, HA is just a Limited form of STR

Cost: 5 Character Points for every +1d6 of HA, but with a mandatory -½ Limitation

Important Points:
- Hand-To-Hand Attack does not increase the damage from HKAs, NNDs, or the like — only the Normal Damage done by the character’s STR. If a character cannot or will not use at least ½d6 of his STR damage, he can’t use any of his HA dice

Healing

Description: A character with Healing can restore lost or reduced Characteristics and Powers to their starting values. As a default, a character with Healing can use his Healing on a character he has already Healed one Day (24 hours) after he last applied the Healing

Cost: 10 Character Points for every 1d6 of Healing

Build Process:A character must define what Characteristic(s) or Power(s) their Healing affects when he buys the Power, and cannot change it thereafter.

Important Points:
- To Use: roll the dice and count the total. The total represents the amount of Character Points added by Healing and applies directly to the Active Points of the Characteristic or Power being Healed.

  • Power Defense does not interfere with Healing, unless the recipient of the Healing wants it to.

  • Healing cannot boost Characteristics or Powers above their starting values, nor can it grant a character Characteristics or Powers he does not already have.

  • Regeneration
    Healing BODY with the Standard Effect Rule which Heals 1 point of BODY damage per die. It is bought with the Reduced Endurance (0 END) and Persistent Advantages, and must take the Limitations Extra Time (1 Turn; -1¼) and Self Only (-½) (it can take other Limitations as appropriate, such as only working or not working against a certain type of BODY damage). The Power works automatically during every Post-Segment 12 Recovery, allowing the character to recover 1 BODY per die of Healing per Turn.

Images

Description: Can create false sense effects other characters can perceive with their appropriate Senses

Cost:
Images Table

Build Process:Pick the sense(s) group(s)

Important Points:
- To Use: To project an Image, the character decides what Image to produce, where to produce it, and what actions (if any) the Image will perform. He then makes a normal Attack Roll against DCV 3 to place the Image in the target hex. All characters with Line Of Sight perceive the Image with the appropriate Senses.

  • Characters who notice an Image may make a PER Roll, modified by any penalties paid for and any bonuses for the complexity of Image (see the Images Complexity Table). The more complex the Image, the greater bonus a viewer gets to recognize the Image as fake. If an observer misses his modified PER Roll, he believes the Image is real. If an observer makes his modified PER Roll, he perceives the Image, but he also detects some flaw that makes him doubt the Image is real. Even if the observer isn’t sophisticated enough to know about Images, he at least knows that what he perceives isn’t right. Images that have been spotted as fake do not disappear; rather, the observer can tell the Image is fake and acts accordingly.

  • Images cannot cause any physical effects and are totally intangible unless bought to affect the Touch Sense Group.

Invisibility

Description: A character with Invisibility can become unperceivable by Sense(s) Group(s)

Cost:
Invisibility table

Build Process:Pick the sense(s) group(s)

Important Points:
- Invisibility covers the users clothing and any equipment carried including Foci and weapons; but Anything larger remains perceivable.

  • An Invisible character has a “fringe” around himself. Other characters may perceive the Fringe with a normal PER Roll with the affected Sense at a range of 1” or less. Invisibility can have No Fringe for an Adder, or a Fringe that’s even easier to detect for a Limitation

  • This power does not make the characters powers such as energy blast or a weapon attack invisible

Killing Attack (Hand to Hand)

Description: Hand-To-Hand Killing Attack (HKA) can make an attack in HTH Combat that causes Killing Damage

Cost: 15 Character Points for every 1d6 of HKA

Build Process:A character must define his HKA as Physical or Energy damage; STR adds to the damage in either case

Important Points:
- To Use: make an Attack Roll. If successful, roll HKA dice. The total on the dice is the BODY damage done. Then roll another 1d6 and subtract1 (1d6-1, minimum of 1). Multiply the BODY by that number — the STUN Multiplier — to determine the amount of STUN done

Killing Attack (Ranged)

Description: can make an attack in Ranged combat that causes Killing Damage

Cost: 15 Character Points for every 1d6 of RKA

Build Process:A character must define his RKA as Physical or Energy damage;

Important Points:
- To Use: make an Attack Roll. If successful, roll RKA dice. The total on the dice is the BODY damage done. Then roll another 1d6 and subtract1 (1d6-1, minimum of 1). Multiply the BODY by that number — the STUN Multiplier — to determine the amount of STUN done

Knockback Resistance

Description: reduces both the inches traveled and the amount of damage done by Knockback. It applies to all attacks that do Knockback.

Cost: 2 Character Points for every -1” of Knockback Resistance

Lack of Weakness

Description: A character with Lack Of Weakness is harder for an opponent to find a weakness in their defenses

Cost: 1 Character Point for every 1 point of Lack Of Weakness

Build Process:Must buy Lack Of Weakness separately for Normal Defenses (PD or ED, including Damage Resistance), Resistant Defenses (such as Armor or Force Field), and, at the GM’s discretion, for each exotic defense (such as Mental Defense and Power Defense). Walls or other objects may have Lack of Weakness.

Important Points:
- A character gets to apply a -1 to all opponents’ Find Weakness rolls for one type of defense for 1 Character Point.

Leaping

Description: Can leap great distances.

Cost: 1 Character Point for every +1” Leap

Life Support

Description: can operate in unfriendly or deadly environments without harm, and/or needs reduced resources to maintain his health and life

Cost:
Life Support Table

Luck

Description: This Power represents a quality of fate that helps events turn out in a character’s favor.

Cost: 5 Character Points for every 1d6 of Luck

Important Points:
- Ask the GM or read original article on pg 199

Mental Defense

Description: withstand some of the effects of Mental Powers such as Ego Attack, Mind Control, or many Powers bought Based On ECV.

Cost:1 Character Point for every 1 point of Mental Defense

Important Points:
- Each point of Mental Defense subtracts from the total rolled on the Effect Roll for Mental Powers before those Powers are applied to the character.

Mental Illusion

Description: Project illusions directly into an opponent’s mind.

Cost: 5 Character Points for every 1d6 of Mental Illusions

Important Points:
- There are 4 levels of illusion immersion from cosmetic changes to the target no longer interacting with reality

Illusion Table

Mind Control

Description: can take control of another character’s mind

Cost: 5 Character Points for every 1d6 of Mind Control

Important Points:
The orders and the victims nature strongly impact how easy or difficult it is to control the victim

Mind Control Table

Description: A variant of Telepathy, can set up a specific link with a receptive (willing) mind, thereby allowing instant mental communication.

Cost:
Mind Link Table
Build Process:Select the Minds involved, Maximum Number of minds linked at one time, Range

Important Points:
- Characters who want to be able to read minds or communicate with unwilling subjects should buy Telepathy.

  • Mind Linked characters are not automatically aware of each others’ location. They may transmit that information to each other if they desire, however.

  • Any character in a Mind Link who has a Mental Power can use it through the Link against any other character in the Link. Such attacks do not require an ECV Attack Roll

  • A character Mind Linked with another character (the “subject”) does not use the subject’s Senses. He receives the mental impressions of those Senses — he knows the character sees a particular building, or smells the odor of gasoline

Mind Scan

Description: this Mental Power can mentally search an area to find another mind.

Cost: 5 Character Points for every 1d6 of Mind Scan

Important Points:
- Once established, a Mind Scan lock-on is a two-way circuit. If the character can mentally attack his target, his target can mentally attack him; if he knows where his target is, his target knows where he is. Two characters can carry on a long-distance mental duel through Mind Scan. However, having a lock-on to a target doesn’t tell the character anything about him (or vice-versa), such as his Skills, powers, personal history, motivations, or the like

Missile Deflection & Reflection

Description: can block or otherwise avoid Ranged attacks.

Cost: 5 Character Points to Deflect thrown objects, 10 Character Points to Deflect arrows or projectiles, 15 Character Points to Deflect bullets and shrapnel, 20 Character Points to Deflect all ranged attacks. To Reflect Attacks back at attacker costs +20 points; to Reflect attacks at any target costs an additional +10 Character Points

Build Process:

Important Points:
- Missile Deflect has no effect on the order of action in combat. A successful Missile Deflection roll means the character takes no damage. A Deflected attack typically does not cause any damage to other characters or the locale.
- A failed Missile Deflection roll doesn’t mean the attacker automatically hits the character; he still has to succeed with an Attack Roll against the character’s DCV, as usual.
- A character who successfully Missile Deflects can Deflect additional attacks made against him. He may make these additional attempts to Deflect in the same Phase or later Segments before his next Phase (this does not count as Aborting to Missile Deflect; it’s just an extension of the initial Deflect). Each additional roll is made at a cumulative -2 penalty (second Deflection -2, third Deflection -4, and so on). If the character misses any of his Deflects, he cannot Deflect further attacks.

Multiform

Description: Can change the characters original form into one or more other forms, each with its own abilities, personality, and Characteristics.

Cost: 1 Character Point for every 5 Points in most expensive form; 2x the number of forms for +5 points

Build Process:See character building and original article pg 211

Power Defense

Description: A character with Power Defense is especially resistant to Drains, Transfers, Transforms, and related attacks.

Cost: 1 Character Point for every 1 point of Power Defense

Running

Description: Can run faster than normal

Cost: 2 Character Points for every +1” of Running

Shape Shifting

Description: Appear as something else but retain all normal powers.

Cost:
Shape shift table

Build Process:Pick the sense(s) group(s), and Additional Shapes

Shrinking

Description: Character can Shrink

Cost: 10 Character Points for every x½ Height, x 1/8 mass, -2 DCV, +3” Knockback, and -2 to all PER Rolls made against character, and +2d6 damage for growth momentum

Skills

Description: With GM’s permission, a character can purchase Skills as Powers, with Power Modifiers

Cost: Per the cost of the Skill

Important Points:
- often magic or technology devices allowing the use of skills

Stretching

Description: A character with Stretching can stretch his body, make HTH attacks, and reach for things at a distance.

Cost: 5 Character Points for every 1” of Stretching

Important Points:
- The reach provided by Stretching does not reduce or otherwise affect the Range Modifier the character suffers for Ranged attacks. The GM should still calculate that from where the character stands. However, the GM could, in his discretion, count the Range Modifier from the character’s hand, if he felt that would be appropriate.
- Stretching does not improve a character’s movement capabilities — he cannot, for example, run faster or squeeze under doors.
- The number of inches of Stretching a character purchases represents the total amount of Stretching his body can use at any one time. If he uses all of his Stretching to Stretch one body part, he can’t Stretch any others; if he uses half of it on one body part, half of it remains for another body part; and so on

Summon

Description: Create a creature to Summon.

Cost: Character Point for every 5 Points in Summoned being; 2x the number of beings for +5 points

Build Process: See character building and original article pg 222

Important Points:
- Follows orders based on Loyalty and Ego Rolls

Suppress

Description: can partially or wholly neutralize another character’s Characteristics and/ or Powers.

Cost: 5 Character Points for every 1d6 of Suppress

Build Process:Select the Characteristic(s) and/or Power(s) to target

Important Points:
- There is no limit to the amount of Character Points a character can Suppress from his victim; he may use the same Suppress repeatedly on the same target, provided he still has points left to Suppress in the Power or Characteristic, and can afford the END cost.
- Suppress remains in effect as long as the attacker pays END. When the character stops paying END, all points that have been Suppressed immediately “return” to the affected character.

Swimming

Description: can swim on or through water and other liquids

Cost: 1 Character Point for every 1” of Swimming

Swinging

Description: can swing great distances from a line.

Cost: 1 Character Point for every 1” of Swinging

Important Points:
- To use Swinging the character must attach his swinglines to tall objects such as buildings, trees, or cliff sides
- A character’s inches of Swinging indicate how many inches he can Swing per Phase, not per swing. For example, a character with Swinging 8” could swing over a 20” chasm assuming a long enough swingline and an appropriate place to attach it to
- Swinging without Focus allows a character to produce as many swinglines as he needs.

Telekinesis

Description: A character with Telekinesis (“TK”) can manipulate objects at a distance.

Cost: 3 Character Points for 2 points of Telekinetic STR

Important Points:
- Except where noted otherwise, a character can use Telekinetic STR any way he could use normal STR it can pick things up, Grab characters, “squeeze” something, throw things the same distance a character with that amount of STR could throw the object with a “Running Throw”, or “punch” an opponent
- a character can’t pick himself up with Telekinesis or pick up an object he’s standing on and move himself that way or grab a flying character and be dragged along. He could, however, pick someone up and move that person as he moves, just like a person with Flight can carry an object as he flies.
- Telekinesis is inherently Indirect (see page 260) in some ways. In other words, while it always originates with the character, it can “touch” or pick up objects from any direction not just on the side facing the Telekinetic character, can move objects in any direction, and so forth. It can work through a window or a Force Wall without having to break the intervening obstacle, at no reduction in STR. However, despite its Indirect aspects, a character cannot use TK to, for example, bypass a character’s personal defenses, like a suit of armor, to attack him directly.
- Base Telekinesis is inherently clumsy. The character can manipulate great force, but not with any fine control.
- The exact extent of what Telekinesis can do is always up to the GM.

Telepathy

Description: can read or send thoughts.

Cost: 5 Character Points for every 1d6 of Telepathy

Important Points:
- A character cannot use Telepathy to alter or remove another character’s memories or Psychological Limitations
- Telepathy does not depend on language; a Telepath may communicate and read from mind to mind regardless of whether he speaks a language in common with the person he’s mentally communicating with. However, in some cases, such as particularly odd or unusual minds, the GM might require a character to achieve +10 points of effect to communicate clearly, despite the lack of a language barrier.

Teleportation

Description: can move from one point to another without physically traveling through the space in between the two points

Cost: 2 Character Points for every 1” of Teleportation
2x mass for every +5 Character Points;
Fixed Locations for 1 Character Point each;
Floating Fixed Locations for 5 Character Points each

Important Points:
- A character who’s Grabbed or Entangled may use Teleportation to escape from such restraints.
- A character can Teleport to any location he can perceive with a Targeting Sense, as long as it’s within the number of inches he can Teleport
- There are conditions that can cause the teleport to land "off target"
- A character cannot remove or change his velocity by Teleporting — if he’s moving at 30” per Segment when he Teleports, he continues to move at 30” per Segment when he completes his Teleport
- Characters can use Teleportation to create Gates

Transfer

Description: can temporarily take points from a targets Characteristic or Power and add those points to one of his own Characteristics or Powers.

Cost: 15 Character Points for every 1d6 of Transfer

Build Process: When the character purchases Transfer, he specifies what Characteristic(s) or Power(s) it drains Character Points from and which Characteristic(s) or Power(s) receive the Transferred points. He may not change these thereafter unless he buys the Variable Effect Advantage

Important Points:
- The numbers rolled count as Character Points removed/applied directly to the Active Points of the Characteristic(s) or Power(s) being Transferred
- Max Transfer is equal to the powers maximum possible roll. Once the max is reached no further Transfer can occur.
- If a target takes extra effect from a Transfer for example, he’s Vulnerable To Transfers, or has an Elemental Control that’s affected by the Transfer, or the Transfer can affect two or more Characteristics at once, the character using the Transfer does not gain any extra points from the Transfer. He only gets what he rolled on the dice; any extra points the target loses are incidental

Transform

Description: can change a target into something else, impose a lasting change on it, take away or alter a target’s Skills, Powers, Disadvantages, and/or other abilities, or grant a target Skills, Powers, Disadvantages, and/or other abilities it does not have.

Cost: 5 minor/10 moderate/15 major, Character Points for every 1d6 of Transform

Build Process: When buying Transform, the character must specify what he can Transform targets into. Thus, he might be able to Transform “targets into toads,” but could not Transform “targets into cats.” The character may purchase an Advantage to broaden the scope of what he can Transform targets into

Important Points:
- When a character buys Transform, he must define a way for the target to regain its normal form (he may not change this method later, unless he buys the Variable Healing Methods Advantage
- If the total is less than twice the target’s starting BODY, he suffers no ill effects from the Transform though his appearance may alter slightly. However, the target must keep track of the “damage” he’s taken from that Transform. If the character attacks him later with the same Transform, the additional Transform “damage” adds to the previous “damage” to determine whether a Transformation occurs. When the accumulated Transform damage equals twice the target’s starting BODY, the Transformation takes place.
- Transform “damage” from different Transforms does not add together
- Transforms that only affect one part of the target’s body for example, a blinding Transform that only affects the eyes still must work against the entire BODY of the target
- Transform cannot deprive a target of life, nor grant an unliving thing life

Tunneling

Description: can move through the ground or other substances by creating a tunnel roughly his own size

Cost: 5 Character Points for every 1” Tunneling through 1 DEF material per Phase; +3 Character Points for +1 DEF

Important Points:
- When a character uses Tunneling, he normally leaves the tunnel open behind him; he can automatically fill it in if he buys an Adder (see below). Unless filled in by the character when made, a tunnel remains in existence until filled in, collapsed, or otherwise changed or destroyed. Tunneling works a lasting physical change on the environment
- Characters cannot use Tunneling on living creatures to cause damage.
- Characters cannot use Tunneling to Tunnel through a vehicle (though a GM might allow a character to use Tunneling on the side of a large vehicle, such as to tear through the back of a tractor-trailer truck).
- Characters may not Tunnel through air or liquids; Tunneling only works on solid substances

V

Power Frameworks

Characters use Power Frameworks to buy a number of powers that are grouped together and draw from a common “pool” of points. This results in a substantially lower cost, but in exchange, there are restrictions on how and when they can use the powers. The individual powers in a Power Framework are usually referred to as slots

There are three Power Frameworks: the Elemental Control (“EC”); the Multipower (“MP”); and the Variable Power Pool (“VPP”)

A Power Framework can never be bought through another Power Framework. For example, a character cannot create a Multipower with his Variable Power Pool, or have an Elemental Control as a slot in a Multipower

Elemental Control (EC)

A character can buy several Powers that are related by a common special effect (for example, Fire Powers, Mental Powers, Weather Control Powers, or Telekinetic Powers) at a reduced cost. An EC may have as few as two Powers, or as many Powers as the character can reasonably group together with a good rationale.
A character can use any or all of the Powers in his Elemental Control at the same time.

Elemental Controls provide a cost savings to a character in exchange for (a) buying related Powers that fit his conception well and (b) accepting certain restrictions on those Powers.

The total Active Points of the power in each slot equals the base cost plus the points spent on the slot. Thus, the minimum total Active Points in any slot is twice the points in the Elemental Control’s base pool of points

Build Process:
1. The character pays Character Points for the base cost, the "pool" of points forming the base EC.
2. The character pays Character Points for each slot, or power, in the EC. The number of points spent on each slot must equal or exceed the base cost.

Example:
Firewing decides to buy an Elemental Control of Fire Powers with three slots of 90 Active Points each — Flight 30”, Reduced Endurance (0 END; +½); Force Field (30 PD/ 30 ED), Hardened (+¼), Reduced Endurance (½ END; +¼); and Force Wall (10 PD/10 ED, 5” long and 2” tall), No Range Modifier (+½). That means he pays 45 points for the base cost, and 45 points for each slot (total cost of 180 points).

Mentalla buys an Elemental Control for her Psionic Powers. However, the powers she wants don’t all have the same Active Point costs. She wants Mind Scan 16d6 (80 Active Points), Mind Control 12d6 (60 Active Points), and Telepathy 13d6 (65 Active Points). To make sure all the slots follow the rule that each slot’s cost must equal or exceed the base cost, she determines which one has the least Active Points and uses that to calculate the base cost. The Mind Control has the fewest points — 60. Half of 60 is 30, so she pays 30 Character Points for the EC’s base cost. That means the slots cost her 50, 30, and 35 points, respectively, for a total of 145 points for the entire EC.

Multipower

A character with a Multipower has several different Powers that draw from a common pool of Character Points, known as a Multipower reserve. After buying the Multipower reserve, the character buys the powers that draw off of the reserve. He may change the distribution of reserve points from Phase to Phase, but because the powers in the Multipower share the reserve points, a character cannot use all the powers in his Multipower at full power at the same time.

Each point of a Multipower reserve costs 1 Character Point. No power in a Multipower can have an Active Point cost greater than the base cost of the Multipower reserve

There are two types of slots: Fixed slots and Flexible slots.
- Fixed Slot (Ultra) - The amount of reserve points a character must assign to a Fixed slot is determined when the power is bought, it equals the Active Points in the power. The Character Point cost of a Fixed slot equals its Real Point cost divided by 10
- Flexible Slot (Multi)- The cost of a multi slot equals its Real Point cost divided by 5.
- The difference is that an ultra slot costs half as much as a multi slot, but a multi slot can adapt to a situation

Build Process:
1. Buy the multpower reserve (the max active points you want available for these powers)
2. Determines the base cost of the power to slot.
3. Apply any Advantages or Adders wanted if any to determine the Active Points in the power.
4. Apply any Limitations wanted to derive a Real Point cost.
5. Divide the Real Point cost by 10 or by 5, depending on how he can use the slot (again applying normal rounding rules if he gets a fractional result). That determines the Character Point cost he must pay for the slot.

Example:
Take a look at Kerendor’s Multipower:
60 Magical Powers: Multipower, 60-point reserve
12m 1) Wind Riding: Flight 30”
12m 2) Lightning Bolt: Energy Blast 12d6
5u 3) Wall Of Wind: Force Field (25 PD/25 ED)
Total cost: 89 points.
As you can see, the first two slots are Flexible slots (as indicated by the “m” next to their cost, for “multi”). They cost more than the third slot because their Active Point costs (both are 60 Active Points) are divided by 5. But Kerendor can choose to assign less than the full 60-point reserve to either of them. For example, he could assign 30 points to Lightning Bolt and 30 points to Wind Riding, giving him an Energy Blast 6d6 and Flight 15”. (Compare this to the Fixed slot example, where Kerendor must assign 50 points of the Multipower reserve to Force Field even if he uses less than 50 Active Points’ worth of the power.) Other possible combinations include 40 points in Flight (20”) and 20 in Energy Blast (4d6), 60 points in Energy Blast (12d6) and 0 in Flight (0”), or any other combination between the two that adds up to 60 points. If he wants to use the Force Field, that automatically requires 50 reserve points, leaving only 10 reserve points for the other two slots — enough for Flight 5” or a measly Energy Blast 2d6.

Variable Power Pool (VPP)

A character uses a Variable Power Pool (VPP) to establish a pool of Character Points he can use to create any power, or any power within a defined group of powers. Think of a VPP as a Multipower that has all of the powers of a certain type or special effect. The character distributes the points in the Pool among whatever powers he wants to have at a given time.

Build Process:
A VPP consists of two parts: the Pool and the Control Cost.
1) The Pool costs 1 Character Point per point in the Pool.
2) The Control Cost is 1 Character Point for every 2 Character Points in the Pool

No power in a VPP can have an Active Point cost greater than the Pool cost.

Characters may apply Advantages and Limitations to Variable Power Pools. Advantages and Limitations apply only to the Control Cost. Characters never apply Advantages or Limitations to the Pool cost; it always remains unmodified.

There are three kinds of Limitations on the Control Cost. The first is Limitations that affect when the character can change powers. For example, maybe a character can only change his powers between adventures, a certain number of times per day (Charges), after consulting his grimoire, or after spending a Turn in meditation. This type of Limitation applies only to the Control Cost itself; the slots in the Variable Power Pool don’t also take it.

The second is Limitations that affect the types of powers that the character can create with the Power Pool; this usually reflects the special effect that defines the VPP. Some examples include VPPs that may only be used for Fire powers, for attacks, for Transforms, or to simulate animal powers. This type of Limitation also applies only to the Control Cost; the slots don’t take it.

The third type of Limitation affects the powers bought through the power Pool. This sort of Limitation is taken for both the Control Cost and for any powers built with the power Pool (though it does not necessarily have to be taken at the same value, in the GM’s discretion). For example, a VPP defined as a character’s gadgets would have to take a Focus Limitation on the Control Cost (typically OIF, defined as “a large collection of gadgets and the spare parts to build more”). Every power built with that VPP would also have to take the Focus Limitation at -½ value or greater (they could be IAFs or OAFs, but not IIFs)

Normally, changing a power takes between 1 Turn and 1 minute. To be able to change the powers in a VPP in combat, the character must buy a Power Skill for manipulating his VPP.

Example:
The Emerald Guardian wants to have a Variable Power Pool of 50 Character Points. That means he must spend a total of 75 points — 50 points for the Pool and 25 points for the Control Cost. This will allow him to create any number of powers that do not exceed 50 active character points and the total Real Points of all the powers he buys in the VPP at any one time also cannot exceed 50.

Example:
Cosmo has a 50 point Power Pool, which cost him 50 points (Pool cost) + 25 points (Control Cost) = 75 points. Cosmo has 2 powers currently in his Variable Power Pool: Energy Blast 10d6, 3x Endurance Cost (50/ (1+1) = 25 points); and Flight 12” (24 points). This uses up 49 points of the Power Pool. When out of combat, Cosmo could change his powers to any combination of powers that fit his special effects; it would take him at least a Turn to do so.

VPP framework is probably best for people who want a whole lot of powers but do not need all of them all the time. I am assuming this framework is most often used by veterans of the game rather than new players

VI

Advantages & Limitations

This list does not Include Advantages, Adders, or Limitations for the following Powers either because the Powers were very long and detailed or because they had many that only applied to it, except luck, it doesn't like me I don't like it in the real world on the metaphysical level.
DUPLICATION
EXTRA DIMENSIONAL MOVEMENT
LUCK
MIND LINK
MULTIFORM
SUMMON
TELEKENISIS

LIMITATIONS


FORMAT

Advantage /Limitation

Description: Self explanatory

Value:
This is the adder, addition, or reduction to active points for a power

Important Points:
- If I decided it was important for power consideration. Math is not generally included here as that is just numbers.

Example:
Self explanatory


ADVANTAGES

Additional BODY or DEF

Description: An Entangle gets more BODY or DEF than ordinary.

Value:
For each +5 points, the Entangle has +1 DEF or +1d6 to roll for BODY.

Important Points:
- The number of BODY dice cannot be more than twice the DEF, and vice-versa.

Affects Physical World

Description: Allows the use of a Characteristic or Power to affect the physical world while he’s Desolidified.

Value:
+2 Affects Physical World

Important Points:
- Applying to a character’s STR allows him to use all HTH Combat and Martial Maneuvers on solid targets, and to use Skills that require physical contact

Affects Desolidified

Description: Power can affect Desolidified characters

Value:
+½ (affects all special effects of Desolidification);
+¼ (affects only a single, defined, special effect of Desolidification)

Area Of Effect

Description: Power affects everyone within a defined area, targets DCV 3

Value:
+½ for Area Of Effect (One Hex);

+1 for Area Of Effect (Radius, Cone, Line, Any Shape);
- Radius: +1 for a 1” Radius for every 10 Active Points in the power; double the Radius for each additional +¼
- Cone: +1 for a Cone with sides (1”+ (1” for every 5 Active Points in the power)) long; double the length of the sides for each additional +¼
- Line: +1 for a Line 2” long for every 5 Active Points in the power; double the length, width, or height of the Line for each additional +¼
- Any Shape: +1 for a 1” Any Area for every 10 Active Points in the power; double the number of hexes for each additional +¼

-¼ less Advantage for Nonselective Target;
- When using an Area Of Effect power with Nonselective Target, the character must make Attack Rolls for each victim in the area.

+¼ additional Advantage for Selective Target;
- When using an Area Of Effect power with Selective Target, the character must make Attack Rolls against every target in the area whom he wishes to hit

+½ additional Advantage for Conforming;
- An Area Of Effect power with Conforming forms to the area in which it’s used, and won’t damage the walls or other objects that form that area’s boundaries. A Force Wall does not count as a “boundary” for Conforming purposes, unless the GM rules otherwise. If the boundaries do not allow the Area Of Effect to expand out to its full size, the force of the attack is channeled in whatever direction it can go.

+1 additional Advantage for Mobile
- Allows a constant are of effect power to move

-¼ less Area Of Effect Advantage for Two-dimensional
- Area Of Effect that normally covers three dimensions (such as Radius or Cone) can be made only 1” high with Two-dimensional

Armor Piercing

Description: Only half of target’s defenses apply against the attack

Value:
+½ Armor Piercing

Important Points:
- Characters can buy Armor Piercing multiple times, but can never reduce the defense below half. The only effect of multiple Armor Piercing is to negate Hardened though a defender could buy Hardened several times.

Attack Versus Limited Defense

Description: Power works against non-standard defense, but only does STUN damage

Value:
+1½ for attacks which ordinarily apply to regular defenses such as PD or ED;
+¾ for attacks which ordinarily apply to exotic defenses like Mental Defense or Power Defense

Autofire

Description: Power can fire up to 5 shots

Value:
+¼ for the ability to fire a maximum of 2-3 shots;
+½ for ability to fire a maximum of 5 shots;
up to 2x the maximum shots for each additional +½ Advantage;

Important Points:
- Autofire costs an additional +1 if the power is not applied against normal defenses or if the power does not require a normal Attack Roll;
- the value of Reduced Endurance is doubled for any Autofire power

Backlash for Entangle and Force Wall

Description: An Entangle/force wall that reflects back any attacks made by a character in a failed effort to break free or break through.

Value:
+½ Backlash

Important Points:
- The damage done by the Backlash is the same as whatever was used to attack the Entangle with — Normal Damage for an Energy Blast, Killing Damage for an HKA, and so on. If an attack destroys the Entangle, the Entangle doesn’t reflect that attack.
- Attacks made by other characters to free an entangled character do not activate Backlash

Based On ECV (BOECV)

Description: Power works like a Mental Power

Value:
+1 for basic BOECV;
+½ more Advantage if character can choose whether standard defenses or Mental Defense applies;
-¼ less Advantage if target can choose whether standard defenses or Mental Defense applies;
-¼ less Advantage if normal Range Modifier applies

Based On Ego Combat Value (BOECV) for Entangle

Description: Characters can use Entangle with BOECV to create a type of power called “Mental Paralysis.” Mental Paralysis Entangles must be built with the Advantages Takes No Damage From Physical Attacks (+¼) and Works Against EGO, Not STR (+¼), and the Limitation Cannot Form Barriers (-¼) (the latter Advantage may be a Limitation in games where EGO is, on the average, much higher than STR).

He rolls 1d6 per 5 points of EGO; this costs 1 END per 10 Character Points of EGO used, and he can Push his EGO for this purpose. A character cannot escape a Mental Paralysis with Desolidification. Depending on special effects, he may still be able to Teleport, but if so remains subject to the Mental Paralysis when he appears at his destination

Value:
+¼ Takes No Damage From Physical Attacks and
+¼ Works Against EGO, Not STR and
-¼ Cannot Form Barriers

Important Points:
- Attacks with a physical manifestation, such as bullets, energy bolts, punches, or fi re, cannot damage a Mental Paralysis. However, Ego Attacks and any Mental Power or BOECV Attack Power that primarily does STUN and/or BODY do affect it. Attacks that don’t cause BODY damage do “Normal Damage BODY” for the purposes of affecting the Mental Paralysis.
- The victim uses EGO, not STR, to escape a Mental Paralysis.
- Mental Defense neither adds to the character’s EGO for purposes of breaking out of, nor offers any other protection against, Mental Paralysis.
- Characters can apply a -½ Limitation, Mental Defense Adds To EGO, to Mental Paralysis. That means Mental Defense adds to EGO, point for point, in calculating the EGO a character may exert to break free.
- A character cannot escape a Mental Paralysis with Desolidification. Depending on special effects, he may still be able to Teleport, but if so remains subject to the Mental Paralysis when he appears at his destination

Can Apply (Remove) Adders

Description: A character can use an Adjustment Power with this Advantage to apply Adders to a Power which that Power does not already have, or can enhance an existing Adder if appropriate. Can Remove Adders, is appropriate for Adjustment Powers such as Drain. It allows the Power to remove Adders a target Power possesses. The Adders are removed first, before the base Power itself is Adjusted.

Value:
+1 Can Apply Adders
+1 Can Remove Adders

Important Points:
- The character chooses what Adders to apply, the Adder applied can vary from use to use.

Can Heal Limbs

Description: Healing BODY can regrow lost or severed limbs

+5 Character Points

Cannot Be Escaped With Teleportation

Description: Characters cannot Teleport out of an Entangle with this Advantage

Value:
+¼ Cannot Be Escaped With Teleportation

Important Points:
- If the Teleportation has Armor Piercing, it cancels out this Advantage.
- Characters may buy multiple levels of Cannot Be Escaped With Teleportation to prevent levels of armor piercing teleports

Charges

Description: Power has a number of uses per day

Value:
HERO Charges Table
HERO Continuing Charges

Important Points:
- Because a power with Charges uses no END, a power with a lot of Charges is actually better than a normal power, and must be bought with a Power Advantage
- Each Charge normally only lasts for one Phase
- Boostable Charges- This option represents a power that becomes more powerful if the character spends extra Charges. Every extra Charge spent increases the power by +1 Damage Class
- Clips- This represents a power whose Charges are broken down into several smaller “clips” of fewer Charges. Charges are normally purchased in a single “clip” — that is, all the Charges are available at all times. By taking a Limitation Bonus one level down on the Charges Table (i.e., by reducing the value of the Limitation by ¼, for most steps), the character can have 2x the number of clips of those Charges
- Continuing Charges- If a character wants a power with Charges to last longer than one Phase. Characters can only use this option with Constant or Persistent Powers.
- Fuel Charge- First, buy the power with 1 Continuing Charge, with the Charge lasting for however long the power can continuously operate. Second, reduce the value of the Limitation by ¼ (or, if Continuing Charges is an Advantage, increase it by ¼). This represents the fact that this type of power’s Continuing Charge can be turned off and on without losing any “operating time.”
- Recoverable Charges- Charges that aren’t expended when the character uses the power — instead, they can be recovered and used again.

Cellular

Description: Shape Shift works down to the most minute levels of a character’s body. His DNA, fingerprints, retina prints, and so forth all change.

Value:
+10 Character Points

Cumulative

Description: Power’s effects accumulate until reaching maximum total

Value:
+½ Cumulative;
2x the amount of points that can be added for each additional +¼

Important Points:
- Each time a Cumulative power is used against the same target within a discrete time frame the amount rolled on the effect roll is added to the total effect roll already rolled.
- The maximum amount of points a character can add to a Cumulative power equals the maximum they could roll on the dice. Double this maximum for every additional +¼ Advantage.

Damage Shield

Description: Allows a character to set up a field around himself that causes damage to any target who comes into contact with it. A Damage Shield affects anyone who hits or Grabs the character, or is Grabbed by him.

Value:
+½ Damage Shield;
+¼ to do Shield’s damage to targets with HTH attacks other than Grab

Important Points:
- To create a Damage Shield, a character buys any Attack Power and applies this Advantage to it.
- The power must be Constant either inherently or because he has purchased Continuous for it.
- If the Attack Power is normally Ranged, it automatically becomes a No Range power when Damage Shield is purchased for it; the character does not get to apply the Power Limitation No Range.
- Characters cannot apply Damage Shield to Powers other than Attack Powers without the GM’s permission
- Characters can also use Damage Shield to create a Mental Damage Shield. If someone hits the character with a Mental Power, the attacker suffers the damage from the Shield; he continues to suffer damage from the Shield for every one of the character’s Phases during which he maintains mental contact with the character. The Shield’s effect automatically hits the attacker. A Mental Damage Shield has no effect on non-mental combat or on characters who physically touch, or are physically touched by, the character with the Mental Damage Shield.
- At the GM’s option, if a character wants to buy a Mental Damage Shield that affects both mental and physical attackers, it costs an additional +½

Decreased Re-use Duration

Description: Can use Healing more often on the same character

Value:
+¼ For every level up on the Time Chart time between Healings

Important Points:
- To be able to apply Healing every 5 Minutes would be a +1 Advantage
- Characters cannot buy their Healing to be used more frequently than one Healing per Turn

Delayed Effect

Description: Allows a character to go through any lengthy preparations needed to turn on a power, then keep that power “ready” before using it. The character performs his normal activation procedure with all applicable Limitations (such as Concentration, Extra Time, Gestures, Incantations, and so forth). When finished, they can either use the power normally or can “store” it. This stored power takes up a “slot,” counting against the total number of powers the character can have functioning at one time.

Value:
+¼ Delayed Effect;
double number of powers character can have in use or activated at once for each additional +¼

Important Points:
- Characters can only use Delayed Effect in campaigns where the GM sets a limit on the number of powers a character can have activated or in use at one time — for example, in a Fantasy campaign where the GM has decided wizards can only have INT/5 spells turned on or ready at any one time. It is not recommended for Superheroic campaigns.

Delayed Return Rate

Description: The Character Points gained or lost via an Adjustment Power take longer to return to their previous value.

Value:
+¼ or greater Delayed Return Rate
For each +¼ Advantage the return rate moves one level down the Time Chart.

Difficult To Dispel

Description: Power is harder to Dispel or Suppress

Value:
Each +¼ doubles a power’s Active Points for purposes of resisting Dispel or Suppress

Important Points:
- Each time a character takes this Advantage for a power, it doubles the Active Points in that power (not including the points spent on this Advantage) for purposes of determining the effects of Dispel.
- If a power has one level of Difficult To Dispel, halve the effect of a Suppress; if two levels have been bought, reduced the effect to one-quarter normal; and so forth. This does not apply to Drain, Transfer, or any other Power, just Suppress.

Does BODY

Description: STUN only power can do BODY damage

Value:
+1 Does BODY

Does Knockback

Description: Power can do Knockback

Value:
+¼ Does Knockback

Does Not Cross Intervening Space

Description: The character’s Stretching doesn’t physically cross the intervening space between him and the target he wants to attack or touch.

Value:
+¼ Does Not Cross Intervening Space

Important Points:
- A character cannot use Stretching with this Limitation to reach out, Grab someone, and drag him to the character, nor to reach out and drag himself to a place, except with the GM’s permission

Double Knockback

Description: Power is more likely to do Knockback

Value:
+¾ Does Double Knockback

Important Points:
- With a power that has Double Knockback, the amount of BODY is doubled for the purposes of determining Knockback before the Knockback Roll is made. (If the Power, or an Advantage on the power, allows the character to add or subtract points of BODY for Knockback purposes, add points of BODY before applying the doubling, but subtract points after doubling.) This increases both the distance of, and damage caused by, Knockback

Duration Advantages

Description: Improve power’s duration

Value:
+1 for Continuous;
+½ for Persistent (power must already have 0 END cost);
+¼ for Inherent (power must already be 0 END, Persistent, and usually Always On)

Important Points:
- Continuous- converts an Instant Power into a Constant Power, and all rules governing Constant Powers apply to it
- Persistent- power remains “turned on” even though the character is unconscious.
- Inherent- can only be applied to Persistent Powers, is more than just Persistent — it’s a natural, inherent part of the character’s being. As such, it cannot be Aided, Dispelled, Drained, Suppressed, Transferred, or the like.

Entangle And Character Both Take Damage

Description: When the Entangled character is hit with an outside attack, he and the Entangle both take damage. Even if an attacker targets the Entangle specifically, the damage still affects the Entangle and the Entangled character at the same time.

Value:
+¼ Entangle And Character Both Take Damage

Expanded Effect

Description: Allows dispel to apply to Powers of a given special effect

Value:
+¼ affects any power of a given special effect, one at a time
+½ affect two powers of a given special effect simultaneously
+1 affect four powers of a given special effect simultaneously
+2 affect all the Powers of a given special effect simultaneously

Explosion

Description: Power covers an area with an explosive effect, but becomes less effective as it spreads outward

Value:
+½ Explosion;
the Explosion loses a DC (or 5 Active Points) 1” more slowly for every additional +¼

Important Points:
- If the power has No Range, the center of the Explosion is the character himself (he takes the full effect)

Fill In

Description: A tunnel created can be filled in behind the character. If Tunneling has Fill In, filling in the tunnel behind him doesn’t require any extra Actions or time. He can choose to do so, but isn’t required to, unless his Tunneling also has the -0 Limitation Fill In Always Occurs

Value:
+10 Character Points

Important Points:
- Other persons can, with the Tunneler’s permission, follow him and use the tunnel as well, but they must remain in the same hex
- A character cannot follow the Tunneling character against the Tunneling character’s will before he fills it in; if that’s attempted, the tunnel simply closes on the hapless follower

Hardened

Description: A particular defense is enhanced, enabling it to counteract the Power Advantages Armor Piercing, Penetrating, and Indirect

Value:
+½ Hardened;
Hardened may be taken repeatedly for an additional +¼ to counteract additional levels of Armor Piercing, Penetrating, and Indirect

Important Points:
- A single level of Hardened will not stop both Armor Piercing and Penetrating bought for a single Power — that requires two levels of Hardened. A character who buys Hardened defenses can define which Advantage the Hardened affects in this situation when he buys the Advantage.

Hole In The Middle

Description: Area-affecting power has a “safe zone” in the center Indirect Power strikes targets from unusual angle(s)

Value:
+¼ if the hole has a fixed size;
+½ if the size of the hole can be changed each time the power is used

Important Points:
- For +¼, the character must define the size of this hole when he buys the power (it can be any size and shape the character wants).
- For +½, the character can alter the size and shape of the “hole” each time he uses the power, or even make it disappear altogether.
- The size of the hole is usually static, but it moves with the character if the area of effect moves with the character

Imitation

Description: Allows a character to shift shape to resemble specifi c persons. The resemblance is extremely accurate; even those who know the imitated character well are unlikely to detect the deception.

Value:
+10 Character Points

Improved Noncombat Movement for Movement Powers

Description: Noncombat Movement is improved. Characters can buy this Adder multiple times.

Value:
For every +5 Character Points x2 noncombat speed (x2, x4, x8, x16, ect.)

Improved Noncombat Stretching

Description: A character may double the range of his “Noncombat Stretching”. Characters can buy this Adder multiple times.

Value:
+5 Character Points to Double Noncombat Stretching

Improved Results Group

Description: the character can Transform the target into a larger group of objects

Value:
+¼ Limited Group of objects
+1 Anything

Increased Mass for Extra-Dimensional Movement or Teleport

Description: The character can transport more mass with each use of their power.

Value:
For each +5 Character Points, the character can transport 2x normal human mass (100 kg).

Increased Size

Description: This Advantage increases the size of an Image with each level purchased (thus, an Image has a 2” radius for a +¼ Advantage, a 4” radius for +½, an 8” radius for +¾, and so on). Characters may purchase this Advantage multiple times

Value:
+¼ Image’s radius x2
+½ Image’s radius x4
+¾ Image’s radius x8

Indirect

Description: A power with indirect ignores or bypasses intervening barriers between the attacker and the target. These intervening barriers include walls, fences, and even Force Walls, but not personal defenses like Force Field or Armor.

Value:
+¼ if the attack always originates at the same location and is always aimed/fired away from the attacker;
+½ if the attack always originates from the attacker but can be aimed/fired in any direction;
+½ if the attack can originate from any location but is always aimed/fired away from attacker;
+¾ if the attack can come from any location and can be aimed/fired in any direction

Important Points:
- Barriers purchased with the Power Advantage Hardened affect an Indirect attack normally characters may buy Indirect multiple times to overcome Hardened.
- An Indirect attack may receive a bonus for Surprise the first time a character uses it against a particular target

Instant Change for Shapeshift and Multiform

Description: A character can shift forms as a Zero Phase Action.

Value:
+5 Character Points

Invisible Power Effects

Description: Power cannot be perceived

Value:
+½ for a power invisible to one Targeting Sense Group or the Mental Sense Group,
+¼ for a power Invisible to one Nontargeting Sense Group;
+¼ for each additional Sense Group;
+1 Advantage to be Invisible to all Sense Groups;
+¼ for a power which is invisible to one Sense or in very limited circumstances;
half value to hide only the special effects but not the source of a power;
x2 cost to hide the effects of the use of the power

Important Points:
- While the source and special effects of a power may not be visible, its effects on the target are. For example, an IPE Energy Blast still causes visible damage burns, bleeding wounds, shattered objects, and the like. Furthermore, characters can always use their common sense, Skills, and the like to determine the probable source or nature of an Invisible power. If the trajectory of an attack points right back to a particular character, most observers will suspect that character of being the source of the power even if it’s bought with IPE.
- At the GM’s discretion, the effects as well as the source and special effects of a power can be made Invisible if the value of the Advantage is doubled. The victim still feels the effects of the power, but other characters won’t perceive them

Makeover

Description: Shape Shift (Sight Group and/or Touch Group) can alter his COM within the range of standards the GM defi nes for the campaign (for example, if the GM says the maximum COM is 50, the character can’t Shape Shift to have 60 COM).

Value:
+5 Character Points

MegaScale

Description: Power has a much larger range, area, or velocity

Value:
HERO Megascale table

Important Points:
- Characters can buy MegaScale for the following powers:
- Powers that already affect an area (either inherently, such as Darkness, or because they have the Advantages Area Of Effect or Explosion)
- Movement Powers (except Extra-Dimensional Movement and FTL Travel)
- Powers that work at Range, such as many Attack Powers and Sensory Powers
- The first level of MegaScale converts each hex of range or area from two meters to up to one kilometer (1 km).
- MegaRange Powers suffer the standard Range Modifier
- MegaMovement is considered Noncombat Movement even though the MegaScale effect applies only to the character’s inches of Combat Movement.
- A character using MegaMovement may move so fast he can’t perceive where he’s going. Which may result in collisions, blind Teleportation, and the like. To prevent these problems, a character needs a MegaScaled Targeting Sense this is an exception to the rule that characters shouldn’t apply Advantages to Senses.
- For MegaScale the character can’t use the power on a personal level anymore. A MegaScaled power can’t be “scaled back” to cover or affect a range or area lower than the defined minimum scale. A character with an attack that has MegaRange (1” = 1 km) cannot attack targets closer to him than 1 kilometer — the defined minimum range

Missile Deflection At Range

Description: Missile Deflection can Deflect attacks not aimed directly at the character.

Value:
+½ Deflect attacks directed at targets in adjacent hex
+1 Deflect attacks at maximum range 5” x Active Points in Missile Deflection

Important Points:
- If the character also has reflection, the Advantage applies only to the Deflection part of the Power, since characters cannot use reflection at Range

Multiple Classes for Mental Powers

Description: Allows Mental Power to additional classes of minds.

Value:
For every +10 Character Points, a Mental Power can affect an additional class of minds.

Important Points:
- Characters can purchase this Adder multiple times, and the GM may alter its value as appropriate for the campaign.

No Fringe

Description: Invisibility has no Fringe effect.

Value:
+10 Character Points

No Normal Defense (NND)

Description: Power ignores conventional defenses and has all-or-nothing effect, but only does STUN damage

Value:
+1 NND
+½ for switching to an equally common defense or if the defense is extraordinarily common

Important Points:
- When a character purchases an NND attack, he must define a reasonably common power or circumstance, or a set of uncommon powers or circumstances, as the defense. If the target has this defense, he totally ignores the attack — it does no damage to him at all
- The GM must approve all chosen defenses
- Example: Sonic Blast, Hearing Group Flash Attack - defense is solid ear coverings, Hearing Group Flash Defense, covering your ears, or being deaf;

No Relative Velocity

Description: Teleportation that compensates for relative velocity.

Value:
+10 Character Points

Important Points:
- Teleportation with this Adder allows a character to Teleport into a moving vehicle, or to the ground while falling, without suff ering any damage.
- If a character has Teleportation Usable As Attack, he cannot buy this Advantage for it to “add” velocity to a target Teleported as an attack.

Opaque

Description: A character can make his Force Wall opaque

Value:
+5 Character Points opaque to one Sense
+10 Character Points opaque to one Sense Group

Partial Transform

Description: A Transform with this Advantage does have gradual game effects before it’s fully effective.

Value:
+½ Partial Transform

Important Points:
- A Minor Transform with this Advantage inflicts a full Cosmetic Transform when it does Transform damage equal to half of the BODY needed to fully Transform the target.
- A Major Transform inflicts a full Cosmetic Transform when it does Transform damage equal to one-third of the BODY needed to fully Transform the target, and a full Minor Transform when it inflicts Transform damage equal to two-thirds the BODY needed to fully Transform the target.

Penetrating

Description: Attack always does some damage regardless of defenses

Value:
+½ Penetrating

Important Points:
- No matter how high defenses, the target takes a minimum of 1 point of effect for every 1 “Normal Damage BODY” rolled on the dice or the damage he’d take from the attack after applying his defenses, whichever is greater.
- Characters can apply Penetrating to the STUN of Normal Damage attacks, the BODY of Killing Attacks, the points lost due to a Drain, or any other effect that applies the total of the dice against a target’s defenses.
- Penetrating cannot apply to NNDs, the BODY of Normal Damage attacks, Flash Attacks, or any other attack that applies the “Normal Damage BODY” of the attack against a target’s defenses without the GM’s express permission.
- Targets with Hardened defenses ignore the effect of Penetrating though they still suffer the normal damage or effect from the power; characters with Damage Reduction cannot reduce the minimum effect.
- Characters can buy Penetrating multiple times, but only to counteract multiple levels of Hardened.

Personal Immunity

Description: Prevents a character from being affected by his own power.

Value:
+¼ Personal Immunity

Position Shift for Movement Powers

Description: Unusual Movement Powers (such as Flight or Teleportation) can be used powers to get to their feet as a Zero Phase Action after being knocked down, and without moving any distance,

Value:
+5 Character Point Adder

Protects Carried Items for Force Field

Description: A character’s Force Field protects items he carries in his hands, including other persons. It does not apply to people the character Grabs, or who Grab him, unless the character chooses to apply it to them while carrying them.

Value:
+10 Character Points Protects Carried Items

Important Points:
- If a carried person attacks the character carrying him, the character does not get the benefit of his Force Field.
- The Force Field does not hinder or diminish the carried person’s ability to make attacks against other persons.

Range Advantages

Description: Improve power’s range, or make it work better at range

Value:
Increased Maximum Range
+¼ for every x5 multiplication of the power’s maximum range
- increases a power’s maximum range.

+½ Line Of Sight
- A power with this works on a Line Of Sight (LOS) basis, like Mental Powers, instead of following the usual rules for Ranged attacks

+½ No Range Modifier
- Ignores the Range Modifier when making Attack Rolls with the power. It has as good a chance to hit at its maximum range as at point blank range
- The maximum Range of a power bought with this Advantage is 5” x Active Points don’t include this Advantage when calculating the Active Points upon which the power’s range is based. The power suffers the standard Range Modifier.

  • This Advantage does not automatically allow the character to use the power on others if the power isn’t an Attack Power, the character also has to buy the Power Advantage Usable On Others.
  • Characters cannot buy this Advantage for their STR

Ranged

Description: Makes non-ranged power work at range

Value:
+½ Ranged
- Characters cannot buy this Advantage for powers with a “range” of Self Only.

+¼ Limited Range
- A power with this Advantage works at Range, but with a maximum Range less than 5” x Active Points (often much less). The GM sets the exact Range of the power

+¼ Range Based On STR
- A power with this has a Range based on how far the character can throw it

Reduced Endurance

Description: Power costs less (or no) END

Value:
+¼ for Half END cost;
+½ for 0 END
- The minimum END cost for Half END is still 1 END per Phase. Don’t consider the Reduced Endurance (½ END) Advantage when determining the END cost of a power; it halves the END cost of the power unmodified by itself.

+¼ Costs Endurance Only To Activate
- A Constant Power with this Advantage only costs END to turn on; it costs no END to maintain

Resurrection At the GM’s discretion

Description: Characters may use Healing BODY to bring deceased characters back to life.

Value:
+20 Character Points

Safe Blind Travel for Extra-Dimensional Movement or Teleport

Description: If a character uses ExtraDimensional Movement or Teleport and travels to a place where there’s a solid object occupying his arrival point, the character instead appears in the open space nearest to his target location large enough to hold him

Value:
+¼ Safe Blind Travel

Sticky

Description: Power also affects people who touch original victim

Value:
+½ Sticky
+¼ if freeing one victim frees all victims

Important Points:
- This only applies to touching the character who was originally affected by the power. Touching someone who touched him has no effect
- Characters can only buy this Advantage for powers that require no conscious control from the character after the initial attack, such as Entangles and attacks bought with the Advantage Uncontrolled.
- The power must also have a physical effect; Mental Powers may not be bought with this Advantage unless they also have the Limitation Based On CON
- If a Sticky power involves paying END beyond the initial use — for example, if it’s Uncontrolled — the basic END cost for the power carries it over and maintains it for any number of people who might be affected.
- A character who has a Constant area-affecting attack (see page 99) can apply Sticky at the +½ level so that when a character leaves the affected area, he continues to take damage as if affected by a nonarea Constant attack.

Stops A Given Sense

Description: An Entangle now blocks a certain Sense. An Entangled character cannot use that Sense until he breaks free.

Value:
To stop one Sense costs +5 Character Points;
to stop one Sense Group costs +10 Character Points

Important Points:
- The character defines the affected Sense when he buys the Adder

Takes No Damage From Attacks

Description: Entangle is transparent to attacks — attackers can damage the Entangled character normally without damaging the Entangle itself.

Value:
+¼ only transparent to certain types of attacks
+½ transparent to all attacks

Important Points:
- If an attacker targets the Entangle specifically (at -3 OCV), the damage affects the Entangle and then the Entangled character, as with a normal Entangle.
- In many cases, Entangles with this Advantage should take the Cannot Form Barriers (-¼) Limitation. By definition, a barrier or wall has some sort of physical existence, and that means it ought to take damage if attacked

Telepathic

Description: Mind Control that doesn’t require verbal communication. This only allows communication of the command; the character cannot read the target’s mind.

Value:
+¼ Telepathic

Time Delay

Description: Allows a character to set off a power at a certain time in the future after a given number of Segments or other units of time have passed, or upon the occurrence of specific time-related event, such as the next dawn or a clock striking noon.

Value:
+¼ Time Delay

Transdimensional

Description: Power can affect targets in other dimensions

Value:
+½ to affect targets in a single dimension;
an additional +¼ to affect targets in a related group of dimensions, one dimension at a time;
an additional +¼ to affect targets in any dimension, one dimension at a time

Trigger

Description: Character can activate power immediately under designated conditions

Value:
HERO Trigger Table

Uncontrolled Power

Description: Power can maintain itself without conscious thought or effort from character

Value:
+½ Uncontrolled; the Power must already be Constant

Important Points:
- The character must activate and use the power as normal including succeeding with an Attack Roll, if necessary. Once successful, the character feeds as much END as he desires into the power to create a pool of END to fuel it. The Uncontrolled power runs for as long as there’s END to power it.
- Any power bought with this Advantage must have a reasonably common and obvious set of circumstances that will turn it off or negate it.
- If an Uncontrolled power is an Area Of Effect, the effect remains in all Segments, not just the attacker’s Phases. Any character who enters the area takes damage or suffer the power’s effects (no Attack Roll is required) that Segment and on each of the attacker’s Phases thereafter until he leaves the area.

Usable On Others

Description: Character can grant/force power to other characters

Value:
HERO Usable on Others Table

Important Points:
- All Usable On Others (“UOO”) powers have No Range. This means a character has to be within HTH Combat range of (or touch) a person he wants to grant a power to. The recipient can use the power without having to remain in contact with the caster; the caster just has to maintain Line Of Sight.
- A character can eliminate the LOS and consciousness requirements by purchasing the Reduced Endurance (0 END) (if the power costs END) and Persistent
- Usable On Others powers work on one living target (regardless of mass) or an inanimate object of approximately human mass (100 kilograms). For each additional +¼ Advantage, the character can double the number of living targets (regardless of mass) or the mass affected.
- If a character wants the ability to force a power on another character, and/or to control how the recipient uses a power, he must buy Usable As Attack

Variable Advantage

Description: Character can change the Advantages on the power

Value:
Double the value of the Advantages the character can apply to the power;
¼ less for a limited group of Advantages (but with a minimum value of +½)

Important Points:
- A power with this Advantage can have any Power Advantages of up to a certain value. The character can change the Power Advantage(s) on the power before it is used. Changing the Advantage(s) is a Zero Phase Action, but characters can only change Advantage(s) once per Phase unless the GM permits otherwise.

Example:
Firelord buys an Energy Blast 10d6 with +½ Variable Advantage (+1) (100 Active Points). He can apply any +½ Advantage to this power — it can be Armor Piercing one Phase, an Explosion the next, and have Invisible Power Effects the next. If he can only apply two to four predefined Advantages to the Energy Blast (for example, Armor Piercing, Penetrating, Explosion, and 0 END), the Advantage is only worth +¾.

Variable Effect

Description: To apply Adjustment Power to any Characteristic or Power within a related group of special effects one, or multiple at a time with the full effect

Value:
For a +¼ Power Advantage, a character can apply Adjustment Power to any Characteristic or Power within a related group of special effects, one Power at a time.
For a +½ Advantage, a character can apply an Adjustment Power to any two Characteristics or Powers with related special effects simultaneously
For a +1 Advantage, a character can apply an Adjustment Power to any four Characteristics or Powers with related special effects simultaneously
For a +2 Advantage, a character can apply an Adjustment Power to all Characteristics and Powers with related special effects simultaneously (regardless of how many there are).

Important Points:
- An Adjustment Power with Variable Effect can have its maximum effect on all Characteristics or Powers it can affect.

Example:
Aid with the +¼ Variable Effect Advantage, and the Aid can add a maximum of 30 Character Points’ worth of effect. The character wants to Aid both STR and DEX. He could add 30 Character Points’ worth of STR (+30 STR) and 30 points’ worth of DEX (+10 DEX) to the same character. He’s not limited to a total of 30 points’ worth of effect; he can add his maximum of 30 Character Points’ worth of Aid to both Characteristics

Multiple Special Effects

Description: At the GM’s option, a character who’s bought Variable Effect at the +½ or greater level can buy a separate Advantage, Multiple Special Effects, to increase the number of special effects he can affect.

Value:
For a +¼ Advantage, an Adjustment Power with Variable Effect can affect either of two special effects, but only one special effect at a time.
For a +½ Advantage, an Adjustment Power with Variable Effect can affect the defined number of powers in two special effects simultaneously.
For a +1 Advantage, it can affect the defined number of powers in four special effects simultaneously.
For a +2 Advantage, it can affect the defined number of powers in all special effects simultaneously.

Example:
AquaChimp wants to project a blast of water that can reduce a target’s Fire-based powers. However, he realizes water usually short-circuits Electricity-based powers as well, so he wants his power to affect two special effects at once. He builds that power: Drain Fire and Electricity Powers 2d6, all Fire powers simultaneously (+2), Multiple Special Effects (Fire and Electricity simultaneously; +½). Total cost: 70 points. When AquaChimp uses his power, he does a Drain 2d6 of all Fire Powers and all Electricity Powers his target possesses.

Variable Healing Method

Description: A Transform can have a different method of healing defined each time it’s used.

Value:
+½ Variable Healing Method

Variable Special Effects

Description: Character can change power’s special effects

Value:
+¼ for special effects from a Limited Group;
+½ for any special effect

Important Points:
- This Advantage has no direct effect on combat: an Energy Blast 10d6 remains an Energy Blast 10d6 regardless of what it looks like or how it manifests. However, a character can use a power with Variable Special Effects to exploit an enemy’s Limitations or Disadvantages.

LIMITATIONS

AblativeActivation RollAffected As Another Sense Or More Than One Sensefor SensesAffects Body OnlyAll Or NothingAlways OnBased On CONfor Mental PowersBeamBlackoutfor ClairsentienceBright FringeBroadcast Only; Receive OnlyCan Be DispelledCan Be Missile Deflected (-¼):Can Only Teleport To Fixed LocationsCannot Attack Through Lock-OnCannot Be Used Through Mind Linkfor Mental PowersCannot Be Used With Multiple-Power AttacksCannot Be Used With Specific Combat ManeuverCannot Form BarriersCannot Pass Through Solid ObjectsCannot Resist KnockbackCannot Use TargetingChameleonChargesCommunication OnlyConcentrationCosts Endurance To Maintainfor Mental PowersDecreased STUN MultiplierDifficult To AlterDivided Effectfor Adjustment PowersDoes Not Apply Against Certain Types Of DefensesDoes Not Prevent The Use Of Accessible FociDoes Not Provide Mental AwarenessDoes Not Work Against Desolidified CharactersDoes Not Work On Defined Type Of DamageDouble Endurance CostDuration LimitationsEasily PerceivedEmpathyEndurance LimitationsEntangle Has 1 BODYExtra TimeEye Contact Requiredfor Mental PowersFixed Perception Pointfor ClairsentienceFocusForward/Upward Movement OnlyGesturesGradual EffectGround GlidingIncantationsIncreased Return Ratefor Adjustment PowersIndependentLanguage BarrierLimited By SensesLimited Class Of MindsLimited EffectLimited MediumLimited PowerLimited RecoveryLinkedLockoutMandatory Effectfor Mental PowersMust Be Used At Full PowerOnly Size PowersMust Pass Through Intervening SpaceNo Conscious ControlNo DefenseNo Figured CharacteristicsNo Growth MomentumNo KnockbackNo Noncombat Movementfor Movement PowersNo STR BonusNo STR Increasefor Density IncreaseNo Turn Modefor Movement PowersNonresistant DEFOne Sense Onlyfor ClairsentienceOne Use At A Timefor Adjustment PowersOne-Way LinkOnly Affects Certain MaterialsOnly Applies To One Type Of DefenseOnly In Contact With A SurfaceOnly In Heroic Identity (“OIHID”)Only On Appropriate TerrainOnly Restores To Starting Valuesfor Adjustment PowersOnly Through Dreamsfor ClairsentienceOnly Through The Senses Of Othersfor ClairsentienceOnly To Create LightOnly To Form BarriersOnly When Not AttackingOnly Works Against Limited Type Of Attackfor Defense PowersOthers Onlyfor Adjustment PowersPD (or ED) Appliesfor Ego, Transform, Drain, Transfer, SuppressPersonal RECPhysical ManifestationPrecognition (or Retrocognition) Onlyfor ClairsentienceRange LimitationsRapid HealingReduced PenetrationRequires A Skill RollRequires Multiple UsersRestrainableRestricted ShapeRestricted UseResurrection OnlySelf Onlyfor Adjustment Powers, Force Walls, Mental IllusionsSet Effect (Hands Only; Feet Only)for EntangleSet Effectfor Damage Reduction, Images, Mind ControlSide EffectsSkin Contact RequiredSlow RecoveryStops Working If Mentalist Is Knocked Out or Stunnedfor Mental PowersSurface OnlySusceptibleTime Modifiersfor ClairsentienceTurn Modefor Movement PowersUsable As Second Mode Of Movementfor Movement PowersVague And Unclearfor ClairsentienceVariable LimitationsVisibleVulnerablefor EntangleWill Not Work Against Heavy Missiles

Ablative

RECCOMENDATION: Ask GM for how he will apply Ablative limitations and Mechanics

Description: A Defense Power with this Limitation is shot off little by little by attacks. As an Ablative Defense takes damage, it acquires a lower and lower Activation Roll until the defense is gone altogether.

Value:
-½ Ablative BODY
-1 Ablative STUN and BODY

Important Points:
- If a character’s Ablative defenses are hit by multiple attacks in the same Segment or from the same source, such as Autofire, or a Coordinated attack, each hit that can reduce the defense does so

Activation Roll

Description: Power only works some of the time, based on a roll

Value:
HERO Activation Roll Table

Important Points:
- A character always makes Activation Rolls after all other preparations
- The character must roll the Activation Roll number or less on 3d6 each Phase he wants to use or maintain it (even if the power is Constant)
- Burnout- A character makes Activation Rolls after he uses the power. If the roll succeeds, he may use the power again normally. If the roll fails, the power burns out and he cannot use it again for the rest of the adventure (or until the power recovers from Burnout or is repaired, at the GM’s discretion).
- Jammed- If the makes the Activation Roll, the power functions normally. If the roll fails, the power does not activate, and it won’t work for the rest of the adventure (or until it has been “unjammed,” at the GM’s discretion).

Example:
Armor that covers only part of the body
Complicated gadgets that sometimes malfunction

Affected As Another Sense Or More Than One Sense for Senses

Description: The selected Sense(s) are affected not as their usual Sense Group, but as some other Group.

Value:
-0, -¼, -½ Affected As Another Sense Or More Than One Sense

Important Points:
- In some circumstances (such as when a very common Sense, i.e. Sight, is substituted for a very uncommon Sense), it might constitute a -¼ Limitation.
- a high-tech communications unit in a soldier’s helmet requires both HRRP and the soldier’s Normal Hearing and Normal Sight (to hear and see the audio and video transmissions he receives). This amounts to a Limitation on the Power (in these examples, Radar and HRRP).
- If the additional Sense through which the Power can be affected is very common (for example, Sight), the Limitation is -½; if it’s any other Sense, the Limitation is -¼.

Example:
a closed radio link defined as a Mind Link isn’t affected as the Mental Sense Group — it’s not really a “mental” power, after all — but as the Radio Sense Group. In most cases, this sort of “switch” is a -0 Limitation;

Some Senses are affected by Sense-Affecting Powers as if they are more than one Sense. For example, the radar screen on a battleship requires both Radar (which is built into the device) and Normal Sight (used to read the screen);

Affects Body Only

Description: Shape Shift only affects the character’s actual body; his clothes and equipment remain unchanged.

Value:
-½ Affects Body Only

Important Points:
- Characters may only take this Limitation if they regularly wear clothes, carry equipment, and the like.

All Or Nothing

Description: A Transform with this Limitation does not have a cumulative effect, it must completely Transform the target with one attack.

Value:
-½ All Or Nothing

Always On

Description: Power cannot be turned off

Value:
-½ Always On

Important Points:
- Before a power can take Always On, it must first have the Advantages Reduced Endurance (0 END) and Persistent (unless it naturally costs 0 END and/or is Persistent).
- At the GM’s discretion, a character who has an Always On power can nevertheless turn the power off temporarily, but at great personal cost.

Based On CON for Mental Powers

Description: A Mental Power to affect targets through their CON instead of their EGO. A Power with this Limitation becomes a normal attack with a range of 5” x Active Points, is targeted with CV instead of ECV (unless the GM allows the character to choose otherwise), is perceivable by three Sense Groups, is subject to the Range modifier, and requires an Attack Roll to hit its target. The target’s Energy Defense or Physical Defense, not Mental Defense, applies against the attack (the character defines which Characteristic applies when he buys the power, and cannot change it thereafter).

Value:
-1 Based On CON

Important Points:
- When sufficiently affected by a Mental Power Based on CON, a character responds to the first person to give commands: for Telepathy, he answers the first question asked; if Mind Controlled, he obeys the first order given him; for Mental Illusions, he responds to the first illusion described to him.
- The attacker isn’t always the first person to give a command....
- Buying a Mental Power with this Limitation does not enable a character to detect Mental Powers.
- Some Mental Powers, like Mind Scan, do not work well based on CON.

Beam

Description: This Limitation represents a Ranged Attack Power that manifests as a thin/narrow beam or similar type of effect.

Value:
-¼ Beam

Important Points:
- A character cannot Spread a Beam attack.
- Characters must use Beam attacks at maximum damage; they cannot use them at reduced effect.
- When a beam damages characters or items, a Beam attack does so by “puncturing” them rather than blasting or blowing open a larger hole This makes it very difficult for a character to blast down a door or escape from an Entangle using a Beam attack.
- Attacks that affect an area either inherently, or because they have the Area Of effect or Explosion Advantage cannot take Beam.

Blackout for Clairsentience

Description: The character cannot use any of his normal Senses while using Clairsentience — in effect he’s deaf and blind through personal Senses and can only perceive things through Clairsentience until the Power turns off.

Value:
-½ Blackout

Bright Fringe

Description: Invisibility has a fringe that’s easier to perceive than usual.

Value:
-¼ Bright Fringe

Important Points:
- A Bright Fringe normally cannot be perceived at all beyond 8”.

Broadcast Only; Receive Only

Description: Telepathy that can only broadcast or only read thoughts.

Value:
-½ Receive Only
-½ Broadcast Only

Can Be Dispelled

Description: A power with this Limitation can be Dispelled. The normal rules for Dispel apply.

Value:
-¼ Can Be Dispelled

Important Points:
- Characters cannot take this Limitation for Continuous Entangles.

Can Be Missile Deflected (-¼):

Description: Allows attack powers to be Missile Deflected such as Mental Powers, Powers bought with the Area Of Effect Advantage, and most Entangles.

Value:
Can Be Missile Deflected (-¼

Can Only Teleport To Fixed Locations

Description: Characters can only use Teleportation to Teleport to a character’s Fixed Locations.

Value:
-½ Floating Fixed Locations
-1 only has Fixed Locations

Cannot Attack Through Lock-On

Description: Mind Scan that the character cannot use to attack, only to locate.

Value:
-½ neither the character nor target can use the link to attack mentally
-1 neither the character nor target can use the link to attack mentally or to communicate
-1½, the character cannot use the link to attack or communicate, but the target can attack or communicate

Cannot Be Used With Multiple-Power Attacks

Description: A character cannot use an Attack Power with this Limitation in a multiple-power attack.

Value:
-¼ Cannot Be Used With Multiple-Power Attacks

Important Points:
- If a power is bought in such a way that it would be difficult or impossible to use it in a multiple-power attack, he cannot take this Limitation for it.

Cannot Be Used With Specific Combat Maneuver

Description: This Limitation represents an Attack Power that a character cannot use with a specific Combat Maneuver.

Value:
-¼ Cannot Be Used With Specific Combat Maneuver
-½ Cannot Be Used With Common Specific Combat Maneuver

Important Points:
- The value of the Limitation depends upon the effectiveness, usefulness, and commonality of the Combat Maneuver in the campaign.

Description: This Limitation represents a Mental Power a character cannot use through a Mind Link.

Value:
-¼ Cannot Be Used Through Mind Link

Cannot Form Barriers

Description: A character cannot use an Entangle with this Limitation to form walls or barriers.

Value:
-¼ Cannot Form Barriers

Cannot Pass Through Solid Objects

Description: Desolidification that does not provide true intangibility; The character can squeeze through very tiny openings, but cannot actually pass through physical objects.

Value:
-½ Cannot Pass Through Solid Objects

  • still immune from damage as per standard Desolidification

Cannot Resist Knockback

Description: Clinging with this Limitation does not subtract +1d6 from Knockback.

Value:
-¼ Cannot Resist Knockback

Cannot Use Targeting

Description: Only characters in campaigns that use the Hit Location rules can take. Signifies that the character cannot target the Attack Power at specific areas of the body.

Value:
-½ Cannot Use Targeting

Chameleon

Description: Invisibility that only works if the character remains motionless

Value:
-½ Chameleon

Charges

Description: Power can only be used a few times per day

See Charges Under Advantages article

Communication Only

Description: Can only use Telepathy to send and receive thoughts.

Value:
+¼ Communication Only

Concentration

Description: This Limitation requires the character to concentrate partially or totally while activating or using a power. As a result, he’s less able to defend himself or take notice of events occurring around him

Value:
-¼ for half DCV;
-½ for 0 DCV;
an additional -¼ if character is totally unaware of nearby events;
values are doubled if power is Constant and character must Concentrate throughout

Important Points:
- A character who has activated or is using a power with Concentration may stop Concentrating, but the power immediately turns off, and he must re-do any preparations if he wants to use the power again. If anything else breaks his Concentration, the same result occurs.

Costs Endurance To Maintain for Mental Powers

Description: A continuing-effect Mental Power now costs END both to activate and to maintain each Phase.

Value:
-¼ Costs Endurance To Maintain 1/2 END
-½ Costs Endurance To Maintain Full END

Important Points:
- This limitation does not prevent it from “deteriorating” so that Breakout Rolls become easier to do that, the character must pay END a second time each Phase.

Decreased STUN Multiplier

Description: Killing Attack tends to do less STUN than a regular Killing Attack.

Value:
-¼ For each -1 to STUN multiplier roll

Important Points:
- Characters can take twice, the maximum value Decreased STUN Multiplier can have is -½

Difficult To Alter

Description: Images take longer to change.

Value:
-¼ can only make simple changes as a Half Phase Action
-½ can only make simple changes as a Full Phase Action.

Divided Effect for Adjustment Powers

Description: For Adjustment Powers, damage is divided equally among all targets in the area for an AoE or Explosion

Value:
-¾ Divided Effect for AoE and explosion effects

Does Not Apply Against Certain Types Of Defenses

Description: Find Weakness with this Limitation only applies against some or specific types of defenses. If it affects just one type of defense, the Limitation is worth -1; two defenses, -½; three or more, -¼. The GM may adjust the value of this Limitation as appropriate.

Value:
-¼ three or more
-½ two defenses
-1 affects one type of defense

Important Points:
- Can be defined as a Power “does not work against Force Field” or a special effect “does not work against mystic defenses”

Does Not Prevent The Use Of Accessible Foci

Description: Does not prevent the Entangled character from using most Accessible Foci. The GM determines whether an Entangled character can use a particular Focus.

Value:
-1 Does Not Prevent The Use Of Accessible Foci

Important Points:
- An Entangle with this Limitation does not automatically take no damage from attacks.

Does Not Provide Mental Awareness

Description: A Mental Power with this Limitation does not grant Mental Awareness to the character.

Value:
-¼ Does Not Provide Mental Awareness

Important Points:
- At the GM’s option, characters with multiple Mental Powers that would take this Limitation should instead take No Mental Awareness as a 5-point Physical Limitation.

Does Not Work Against Desolidified Characters

Description: Attacks that ordinarily would work against Desolidified characters no longer will

Value:
-¼ Does Not Work Against Desolidified Characters

Does Not Work On Defined Type Of Damage

Description: Healing does not work against one or more types of damage whether defined by the type of Power that causes the damage, or the nature of the attack or phenomenon that causes damage.

Value:
-¼ does not work against one type of damage
-½ does not work against two or more types of damage

Double Endurance Cost

Description: Taken on a power that uses an Endurance Reserve rather than the Reserve itself, signifies a power that must draw its full END cost from both the Endurance Reserve and the character’s personal END every Phase it’s in use.

Value:
-½ Double Endurance Cost

Important Points:
- If either or both sources of END is unavailable for any reason, the character cannot use the power though he could still expend personal STUN in the place of personal END.

Duration Limitations

Description: Power has a worse than normal duration

Value:
-½ for Instant;
-¼ for Nonpersistent

Important Points:
- Instant- converts a Constant Power into an Instant Power. It only remains in effect for, at most, the Phase in which it’s turned on. Just long enough for the character to make an Attack Roll
- NonPersistant- A character can convert a Persistent Power into a Constant Power
- A Defense Power with this Limitation does not protect the character at all times; instead, it must be “turned on” (a Zero Phase Action). Thus, the character will usually have no defense against certain surprise attacks

Easily Perceived

Description: Shrinking with this Limitation imposes no negative modifiers on other characters’ PER Rolls to perceive the Shrunk character.

Value:
-¼ Easily Perceived

Empathy

Description: Empathy is a form of Telepathy that can only read emotions.

Value:
-½ All Emotions
-1 One Emotion

Endurance Limitations

Description: Power costs END, or more END than normal

Value:
-¼ if power only costs END to activate;
-½ if power costs END every Phase the character uses it
HERO Increased END Table

Important Points:
- Cost Endurance- characters can only buy for Powers that inherently cost no END
- Increased Endurance- Characters cannot take this Limitation for Powers that inherently cost no END

Entangle Has 1 BODY

Description: An Entangle is brittle. It has normal DEF, but only 1 BODY, and thus is much easier to break free from than a regular Entangle.

Value:
-½ Entangle Has 1 BODY

Important Points:
- Characters may only take this Limitation for Entangles with 2 or more dice of BODY.
- If the Entangle’s BODY dice and DEF are bought separately, the character may only take this Limitation on the points used to buy BODY dice.

Extra Time

Description: Power takes longer than normal to activate or use

Value:
Pasted image 20260828015536

Important Points:
- While a character activates a power wiThextra Time, he may take other actions (if not, the Limitation is worth an additional -¼). However, the power only activates once the proper amount of time passes. Attacks are an exception: if the character takes this Limitation for a power that requires an Attack Roll, he cannot make another attack until the power has been used (unless the GM gives permission otherwise).
- If a power requires an intermediate time period to turn on, use the next lowest period to determine the value of the Limitation. Thus, if a character has a power which requires 30 Minutes to take effect, use the -2½ Limitation for 20 Minutes.
- Delayed Phase (-¼) means the power does not activate on the character’s normal DEX in a Phase. Instead, his DEX for purposes of determining when the power activates is halved. He may still perform a Half Phase Action (such as making a Half Move) on his normal DEX.
- Extra Segment (-½) means the power requires an extra Segment to activate. The character starts activating the power on one of his Phases (he may take a Half Phase Action first, if he so desires). The power activates at the very end of the next Segment (after all other characters have acted; if more than one character has such a power, they go in order of their DEXs at the end of the Segment). If the target moves before the character can activate his attack, the attack misses — the character cannot “track” a moving target after he starts activating the power
- Full Phase (-½) means the power requires a character’s Full Phase to activate and use. The character can perform Zero Phase Actions before he begins activating the power, but may not perform Half Phase Actions. However, the power still activates on his DEX in the Phase; he isn’t required to wait until the end of the Phase to turn it on.
- Extra Phase (-¾) means the power requires a Full Phase plus an extra Full Phase to activate and use. The power activates on the character’s DEX in the second Phase (or on his delayed DEX, if Delayed Phase is also taken as a Limitation). During these two Phases, and the Segments between them, the character can perform no other Actions; if he does, the power stops activating. The character pays the END cost for the power in the first Phase, when he begins activating it.

Fixed Perception Point for Clairsentience

Description: A fixed perception point is defined when the character purchases the Power. The character cannot change the perception point thereafter.

Value:
-1 Fixed Perception Point

Important Points:
- This Limitation is often used to build closed-circuit television systems and similar devices.

Forward/Upward Movement Only

Description: Leaping only improves with Forward Leap or Upward Leap, not both. .

Value:
-1 Forward Movement Only
-1 Upward Movement Only

Eye Contact Required for Mental Powers

Description: Requires the character to establish eye contact to make an ECV Attack Roll.

Value:
-½ Eye Contact Required
-1 Eye Contact Required throughout

Important Points:
- Typically a character can only make eye contact with a target within 3” of him in decent light.

Focus

Description: A power with this Limitation works through some sort of object or device. This is a very common Limitation; for example, guns, swords, magic rings, helmets, shields, and powered armor can all be Foci

Value:
HERO Focus Table

Important Points:
- An Accessible Focus is one that’s easily taken away from the character, or of whose benefit the character can easily be deprived.
- An Inaccessible Focus can’t be hit with a Grab or otherwise attacked for purposes of taking it away from a character while that character is in combat (an Inaccessible Focus could still be targeted
- An Obvious Focus is one where it is easy to tell it is the source of the power, such as a gun
- An Inobvious Focus is one where it’s not immediately clear where the power comes from.
- If removing a “Focus” requires surgery (or some other lengthy and difficult procedure or Skill Rolls) or causes damage to the character, then the item in question isn’t really a Focus, so the character receives no Limitation.
- A Bulky Focus is large and unwieldy. A character can carry it, but not conveniently (even with two hands). A character is at ½ DCV when carrying a Bulky Focus.
- If a Focus is actually Immobile — it’s part of a base or castle, is a huge obelisk, or the like — then it receives an additional -1 Limitation.

Gestures

Description: Character must make special, distinctive gestures to use power

Value:
-¼ Gestures;
an additional -¼ if both hands are required to perform Gestures;
x2 value if power is Constant and requires Gestures throughout

Important Points:
- Gestures must be clearly visible at a distance and cannot be useful for any purpose other than activating that specific power (Gestures cannot include attacking with a weapon, for example). If the character takes damage from or is adversely affected by any power that requires an Attack Roll or ECV Attack Roll while he’s Gesturing, the power doesn’t activate or immediately turns off.

Gradual Effect

Description: Power takes effect more slowly than normal

Value:
HERO Gradual Effect Table

Important Points:
- When a character uses a power with a Gradual Effect, the GM must apportion the damage proportionately over the course of the time period. For example, if the character has an RKA 5d6 that takes 5 Minutes to do full damage, he rolls 1d6 damage per minute.
- If the power costs END, the character pays the END in the Phase when he activates and first uses the power; he does not have to pay END throughout to “maintain” the power.
- The victim may apply any appropriate defense against the attack, but only gets the value of his defense once — it applies until such time as the total damage from the attack exceeds the value of the defense. Thereafter he may apply no defense against the damage.

Ground Gliding

Description: A form of Gliding that only works along the ground; the character cannot Glide through the air or across the surface of water or other substances less firm than ground. and so forth.

Value:
-¼ Ground Gliding

Important Points:
- The character does not leave traces or tracks as he moves across the ground.
- A character’s inches of Ground Gliding cannot exceed his inches of Running.
- Other standard rules for Gliding apply

Incantations

Description: Character must speak special, distinctive words to use power

Value:
-¼ Incantations;
x2 value if power is Constant and requires Incantations throughout

Important Points:
- A character can use a power with Incantations only if he speaks loud phrases that are audible at a distance and are obviously out of the ordinary (they cannot, for example, double as normal conversation, a shouted warning, or the like).

Increased Return Rate for Adjustment Powers

Description: Increase the rate at which the Character Points added or removed by Adjustment Power fade or return.

Value:
-¼ or more Increased Return Rate

Important Points:
- -¼ if the points fade/return at 10 per time increment;
- -½ if the points fade/return at the rate of 20 per time increment; and so on (assuming the GM allows any further increase in the rate of fade/return).
- If all the points fade/return immediately when 1 Turn or some lesser increment of time passes, that’s worth a flat -½
- If an Adjustment Power has the Delayed Return Rate Advantage, the Limitation described above simply reduces the value of the Advantage, but the Advantage has a minimum value of +¼. The GM may alter the value of the Advantage as he sees fit to preserve game balance.

Independent

Description: Power is separate from character; losing it costs him Character Points permanently

Value:
-2 Independent

Important Points:
- Independent is mainly used to create special items
- Can build a power with both the Focus and the Independent Limitations. If the focus is Independent, it means the ability to throw Energy Blasts is part of the focus, not the character. If the character loses the focus (or it’s taken from him), anyone who picks up the focus can use it to throw Energy Blasts.
- A character could also place an Independent power on a person or a place

Language Barrier

Description: Telepathy that depends on language. The character can only communicate and read thoughts in languages they know.

Value:
-½ Language Barrier

Limited By Senses

Description: A Mental Illusions power that cannot affect certain Senses.

Value:
-¼ inability to affect a Nontargeting Sense Group
-½ Inability to affect a Targeting Sense Group

Limited Class Of Minds

Description: A Mental Power only works against a restricted set of a class of minds

Value:
-½ Limited Class Of Minds
-1 Limited Class Of Minds

Important Points:
- Classes of minds - Human, Animal, Machine, and Alien; the GM can add other classes or alter these as he sees fit.

Example:
- Mental Power that works on a subset of a class of minds; Humans, but Only Works On Men, it takes a -½.
- A Mental Power which only works against a single species or type of mind; Animals, but Only Works On Sharks, it takes a -1

Limited Effect

Description: Shape Shift with this Limitation only affects one or two Senses in a Sense Group, rather than the entire Sense Group.

Value:
-¼ Limited Effect

Example:
Shape Shift Sight Group might take this Limitation to affect only Normal Sight. The character’s heat signature as viewed with Infrared Perception Sight Group wouldn’t change.

Limited Medium

Description: Tunneling can only move through specified types of substances.

Value:
-½ Limited medium
-1 Very Limited medium

Limited Power

Description: Players can use this catch-all Limitation to construct their own Limitations if they can’t fi nd one that does what they want elsewhere

Value:
HERO Limited Power TableHERO Conditional Powers Table

Important Points:
- A Limited Power lacks some of the normal effects or effectiveness of the standard power
- Conditional Powers don’t work at all in a given situation, or only work in a particular situation.

Limited Recovery

Description: An Endurance Reserve with this Limitation can only Recover END in certain circumstances, such as only when plugged into an electrical socket, only when more fuel is added, or only when the character performs a special process or procedure.

Value:
-2 to -¼ Limited Recovery Ask DM to determine value

Important Points:
- Typically this is worth a -2 Limitation on the REC of the Endurance Reserve, but the Limitation may be worth less if the method of recharging the Endurance Reserve is particularly common.

Linked

Description: Power can only be used when another power, specified when purchased, is used

Value:
HERO Linked Table

Important Points:
- When Linking two powers, a character should only take Linked for the power that costs fewer Active Points.
- If a character wants to Link three or more powers, every power but the power that costs the most Active Points may take Linked
- All powers that take Linked are considered lesser powers
- A character may Link two or more lesser powers to the same greater power and decide from Phase to Phase whether to use either, both, or none of the lesser powers.
- A character cannot Link two instances or uses of a single Power to form one larger power (such as Telekinesis (30 STR) plus Telekinesis (30 STR), Increased Endurance Cost (x2 END), Linked) without the GM’s permission.
- A character can’t Link an ability to his STR. He must Link to a specific use of STR, such as Linked to Punch, Linked to Grab, or the like.
- A Linked power that works at Range has the Range of the greater power

Lockout

Description: Using power prevents use of other powers

Value:
-½ Lockout

Important Points:
- It’s most commonly taken for a slot in a Power Framework that prevents the character from using other slots in the Framework

Mandatory Effect for Mental Powers

Description: The character must achieve a threshold level of effect for the power to work.

Value:
-¼ Mandatory Effect EGO +10
-½ Mandatory Effect EGO +20
-¾ Mandatory Effect EGO +30 or greater

Important Points:
- If the character always has to achieve a certain effect such as victim never remembers Mind Control or victim is never aware Telepathy has been used, this Limitation is worth an additional -¼

Must Be Used At Full PowerOnly Size Powers

Description: Size powers Density Increase, Growth, or Shrinking can only be used at full effect.

Value:
-0 or -¼ Must Be Used At Full Power

Important Points:
- In most cases this is a -0 Limitation, but the GM may increase the value to -¼ if he believes this condition would significantly hinder the character in some circumstances. The difference between 1” tall and 2” tall probably isn’t enough to qualify for more than -0, but if a character’s only option is to become 64” tall, the case for a higher Limitation value is stronger.

Must Pass Through Intervening Space

Description: Teleportation requires the character to actually pass through the intervening space physically.

Value:
-¼ Must Pass Through Intervening Space

Important Points:
- Characters cannot use Teleportation with this Limitation to escape from Entangles.

No Conscious Control

Description: Character cannot control use of power

Value:
-2 No Conscious Control;
-1 for a power the character can use at will, but whose effects he cannot control

Important Points:
- Although the character possesses the power, he cannot consciously activate or use it. The power only turns on when the GM chooses — usually when it furthers the adventure, or when an accidental “discharge” of the power inconveniences the character.

No Defense

Description: An Entangle has no DEF, only BODY. Anyone can break free from it, given time.

Value:
-1½ No Defense

Important Points:
- When buying an Entangle with No Defense, build the Entangle normally (including buying extra BODY, if desired), then apply this Limitation.

No Figured Characteristics

Description: Characteristics bought as Powers that would normally add to Figured Characteristics do not increase the Figured Characteristics.

Value:
-½ No Figured Characteristics

No Growth Momentum

Description: Changing size does not allow a character to do damage with growth momentum.

Value:
-¼ No Growth Momentum

No Knockback

Description: An Attack Power with this Limitation never does Knockback, regardless of how much BODY the attacker rolls.

Value:
-¼ No Knockback

Important Points:
- In most cases, an Attack Power that does No Knockback exerts no pressure. The character can’t use it to flip a switch or push a button, for example. However, it may, at the GM’s discretion and based upon the nature of the special effects involved, exert pressure.

No Noncombat Movement for Movement Powers

Description: Movement Powers with this Limitation cannot attain Noncombat Movement velocity.

Value:
-¼ No Noncombat Movement

No STR Bonus

Description: A HKA to which the character cannot add extra damage from STR or movement.

Value:
-½ No STR Bonus

No STR Increase for Density Increase

Description: Does not provide any extra STR to the character.

Value:
-½ No STR Increase

Important Points:
- Eventually the character’s weight becomes more than he can lift with his STR, meaning he cannot walk and has to be carried or driven everywhere.

No Turn Mode for Movement Powers

Description: A Movement Power does not have a Turn Mode; the character can turn and maneuver freely.

Value:
+¼ No Turn Mode

Nonresistant DEF

Description: The DEF of an Entangle with this Limitation is not Resistant, Killing Attacks damage it easily.

Value:
-¼ Nonresistant DEF

One Sense Only for Clairsentience

Description: Clairsentience does not work with a Sense Group at its base level, but only a single Sense. Characters should normally only take this Limitation for Clairsentience powers bought with a single Sense Group.

Value:
-¼ One Sense Only

One Use At A Time for Adjustment Powers

Description: A character cannot use an Adjustment Power on a target a subsequent time until the first use fades entirely.

Value:
-½ One Use At A Time

Description: Mind Scan only works one way; the character can mentally attack his target, but the target cannot mentally attack him back.

Value:
-1 One-Way Link

Only Affects Certain Materials

Description: Find Weakness with this Limitation only affects certain substances, such as metal or stone.

Value:
-¼ Common
-½ Uncommon
-1 Very Uncommon

Important Points:
- A character may not take this Limitation if the Find Weakness only applies to a single Attack Power that can only affect that substance.

Only Applies To One Type Of Defense

Description: Lack Of Weakness only applies to one type of a characters defense in a given category (only PD, not ED; or only the character’s Armor, not Force Field).

Value:
-1 Only Applies To One Type Of Defense

Only In Contact With A Surface

Description: Flight that only works when the character touches a surface The character can “fl y” down roads, on water, up the sides of buildings, and so forth, but cannot use his Flight when not in contact with a surface of some sort.

Value:
-¼ Only In Contact With A Surface

Important Points:
- The Character leaves tracks, if the surface is soft and durable enough to take them
- Other standard rules for Flight apply

Only In Heroic Identity (“OIHID”)

Description: Power only works for one of the character’s identities

Value:
-¼ Only In Heroic Identity

Important Points:
- For this Limitation to be valid, the character must have some difficulty changing forms — the change must take at least a Full Phase, if not longer (during which the character can do nothing else), and/or there must be other difficulties or ways to prevent him from changing identities.
- A power usually cannot take both OIHID and a Focus Limitation

Only On Appropriate Terrain

Description: Running that only works on appropriate terrain. Reduce the character’s Running by half or more (up to loss of all extra inches of Running) when he uses it on inappropriate terrain.

Value:
-½ or more Only On Appropriate Terrain

Only Restores To Starting Values for Adjustment Powers

Description: An Adjustment Power can only restore lost Characteristics and Powers but not raise them above starting values.

Value:
-½ Only Restores To Starting Values

Important Points:
- Characters cannot take this Limitation for Healing (which by definition only restores Characteristics and Powers to their starting levels)
- Characters cannot take this Limitation for Adjustment Powers with a Variable Effect defined as affecting “Characteristics and Powers below starting value.”

Only Through Dreams for Clairsentience

Description: Precognition or Retrocognition with this Limitation only provides visions to the character through dreams.

Value:
-1 Only Through Dreams

Only Through The Senses Of Others for Clairsentience

Description: The character must have another creature to use as his perception point.

Value:
-½ or more Only Through The Senses Of Others

  • Does not inherently have a mobile perception point. When the being whose Senses he’s using moves away from the vicinity of his perception point, the power instantly turns off.
  • If the character buys Mobile Perception Point, the perception point can keep moving with the subject even if the subject’s velocity exceeds the perception point’s velocity.
  • The GM may rule that the power stops functioning in some circumstances (such as if the subject Teleports or uses a MegaScaled Movement Power).

Only To Create Light

Description: Images can only create light.

Value:
-1 Only To Create Light

Only To Form Barriers

Description: Entangle can only form barriers; it cannot restrain or immobilize targets in the manner of a normal Entangle.

Value:
-1 Only To Form Barriers

Only When Not Attacking

Description: Invisibility that only works when the character remains peaceful and does not attack or threaten anyone.

Value:
-½ Only When Not Attacking

Only Works Against Limited Type Of Attack for Defense Powers

Description: A Defense Power which only protects against a limited type of damage.

-½ Only Works Against Limited Type Of Attack
-1 Only Works Against Very Limited Type Of Attack

Example:
only protects the character against Fire or Sonic attacks, the Limitation is worth -½.
only protects the character against Magical Fire attacks or Sonic Killing Attacks, the Limitation is worth -1.

Others Only for Adjustment Powers

Description: The Power can never used on the character.

Value:
-½ Others Only

PD (or ED) Applies for Ego, Transform, Drain, Transfer, Suppress

Description: A form of Attack against which a defense that provides PD (or ED) in any form off ers protection even though it normally would not.

Value:
-1 PD (or ED) Applies

Important Points:
- If the character has Mental or Power Defense it stacks with PD (or ED) for purposes of resisting the Attack.
- Characters cannot take this Limitation for an Ego Attack that’s Based On CON, since such a Power already works against PD or ED.

Personal REC

Description: Endurance Reserves so closely linked to the character that they can only Recover END if the character could if the character is Knocked Out, cannot breathe, or otherwise could not take a Recovery himself, the Endurance Reserve cannot Recover either.

Value:
-½ Personal REC.

Physical Manifestation

Description: Power has a physical manifestation other characters can attack

Value:
-¼ Physical Manifestation

Important Points:
- must define the exact nature of the physical manifestation; this requires the GM’s approval and may involve applying other Limitations to the power. Treat the manifestation like a Breakable Focus for purposes of determining its DEF and BODY. It has a DCV equal to the character’s base DCV (i.e., as calculated from DEX, with no other modifiers), unless the GM rules otherwise

Precognition (or Retrocognition) Only for Clairsentience

Description:With this Limitation, the character can only sense the future (or past) and cannot use the perceive-at-a-distance aspect of Clairsentience.

Value:
-1 Precognition (or Retrocognition) Only

Range Limitations

Description: Power has no range, or less range than normal, or functions less effectively at range

Value:
-½ for No Range;
- A Ranged power that doesn’t work at Range. The character can only use the power at HTH Combat range.

-¼ for Limited Range;
- a Ranged power with less than normal Range. The GM sets the power’s exact Range based upon its special effects, but in any event the range cannot be greater than half of the power’s normal Range.
- With the GM’s permission, Limited Range increases to -½ if applied to a Mental Power. You can call this Normal Limited Range. Powers with this Limitation suffer the standard Range Modifier even though they work on Line Of Sight. If a character prefers not to suffer the Range Modifier, he can leave the value of the Limitation at -¼

-¼ for Range Based On Strength;
- a Ranged power whose Range depends upon the Strength the character uses to throw the power. It’s most often used for grenades, throwing knives, and similar thrown weapons.

-¼ for Reduced By Range;
- a power that gets weaker over a distance. The power does full damage to targets within 4”. It loses 2 Damage Classes for each doubling of Range thereafter

-¼ for Subject To Range Modifier
- Limitation for powers that are not ordinarily subject to the Range Modifier (for example, most Mental Powers). The power suffers the standard Range Modifier

Rapid Healing

Description: A character can define a Transform with the healing condition of “target heals back normally” as healing back more quickly than the target’s REC per month.

Value:
-¼ For each step up the Time Chart

Reduced Penetration

Description: Power penetrates defenses less well than ordinary attacks

Value:
-¼ Reduced Penetration

Important Points:
- Reduced Penetration splits the attack into two equal parts for the purpose of determining BODY damage and applying that damage to the target’s defenses. If the Attack Power is an HA or HKA, the damage added by STR (or other means, such as a Combat Maneuver or Combat Skill Levels) should be added before the attack is split in two.

Requires A Skill Roll

Description: Character must make a Skill Roll to use power

Value:
HERO RSR Table

Important Points:
- A character may use an existing Skill (such as Stealth or Lockpicking) for his Required Skill Roll, or he may create his own Skill
- If the character has any Skill Levels with the Skill, he may apply them when using it to make a Required Skill Roll.

Requires Multiple Users

Description: Two or more characters must use power for it to work

Value:
HERO Requires Multi User Table

Important Points:
- It’s most often used for artillery, other devices that require a crew to operate, or rituals

Restrainable

Description: Limitation is generated by or based upon an area of the body that can be restrained. So things such as Grabs or Entangles prevent use of power.

Value:
-½ Restrainable;
-¼ for powers Restrainable by means other than Grabs and Entangles

Important Points:
- A power ordinarily should not be Restrainable and bought as a Focus; either one or the other will apply. However, with GM’s permission, in some cases taking both may be acceptable

Restricted Shape

Description: Must always create a Force Wall in the same shape straight line, ring, square, or ect. Must define this shape when he buys the Power, and cannot change it thereafter.

Value:
-¼ Restricted Shape

Restricted Use

Description: Generally, a character must define which of his powers draw END from an Endurance Reserve, and is not entitled to a Limitation for this. But in some cases, an Endurance Reserve can supply END to only some types of powers, abilities, or devices.

Value:
-¼ Restricted Use

Resurrection Only

Description: Resurrection Healing with this Limitation can only be used to resurrect the dead; it cannot Heal characters who are still living.

Value:
-½ Resurrection Only

Self Only for Adjustment Powers, Force Walls, Mental Illusions

Description: The Power can only used on the character.

Value:
-½ Self Only

Important Points:
- A Force Wall bought with this Limitation only protects the character who creates it. Such Force Walls usually also take the Limitation No Range (-½). The Force Wall functions as normal, meaning the character has to buy Indirect for his STR if he wants to be able to touch or punch people through it without breaking it.
- This simulates a Mental Illusions power a character can only use to change his outward appearance.

Set Effect for Damage Reduction, Images, Mind Control

Description: Damage Reduction with this Limitation only works against attacks of a specific special effect, or does not protect against attacks of a specific special effect.

Description: Images a form of Images the character can only use to create a single Image.

Value:
-1 to -¼ Set Effect:

Important Points:
- The value of the limitation is determined by the GM based on how easy it is to circumvent the damage reduction and how easily this knowledge can be obtained.
- At the GM’s option, its value may be reduced to -½ if the Image is particularly useful or powerful
- A Mind Control with this Limitation only allows a single command (for example, “fall in love with me”). The value of the Limitation depends on how limited the Set Effect is. Some examples include:

Example::
A fire wizard could buy Energy Damage Reduction, Only Works Against Fire, at a -½ Limitation, giving him a special resistance to fire attacks.
A werewolf could buy 75% Physical Damage Reduction which Does Not Work Against Silver (-½ Limitation — silver isn’t common, but everyone knows it hurts werewolves).

Only To Control/Inflict Emotions (Empathy) (-½); Only To Control/Inflict A Single Emotion (-1); “Go Home” Only (-½); “Go Home” Only in a Particular Situation (-1). The GM has the final say on how limiting a set command is; most are worth -½.

Set Effect (Hands Only; Feet Only) for Entangle

Description: Only Entangles the target’s hands or feet; his other limbs remain free. The targets DCV is reduced to half while he’s Entangled

Value:
-1 Set Effect (Hands Only; Feet Only)

Important Points:
- If only a character’s arms/hands are Entangled, he may still run at his full Running velocity;
- if only his legs/feet are Entangled, he may still move at half Running velocity.

Side Effects

Description: This Limitation means disadvantageous or harmful things happen to the character when the power fails or, in some cases, any time the power is used

Value:
HERO Side Effect Table

Important Points:
- Side Effects usually occur (or are rolled for) when the character activates/uses the power. With the GM’s permission, a character could define Side Effects as occurring after he stops using the power, but only if the Side Effect always occurs.
- The exact nature of a Side Effect is up to the character (with the GM’s approval), but it must always be disadvantageous or harmful
- Normally the character using the power suffers the Side Effects. However, at the GM’s discretion, this doesn’t always have to be the case. Such as the target of a beneficial power or the environment
- The character, environment, or recipient gets no defenses against the Side Effect, and it doesn’t matter if he’s Desolidified or otherwise protected from that form of damage under ordinary circumstances

Skin Contact Required

Description: Requires the character to establish skin-to-skin contact to make an ECV Attack Roll. A power with this Limitation cannot also take the No Range Limitation.

Value:
-1 Skin Contact Required

Important Points:
- “Skin Contact” means just that — contact between the attacker’s skin and the target’s skin. Anything which gets in the way, even a superhero’s skintight costume, prevents the character from using the power. If a target’s clothing reveals only a portion of his skin, the character must make an Attack Roll (with appropriate Hit Location modifiers) to touch the unclothed area.

Slow Recovery

Description: An Endurance Reserve recovers END more slowly than the usual rate of once per Turn.

Value:
-½ Limitation for every increment on the Time Chart below 1 Turn

Stops Working If Mentalist Is Knocked Out or Stunned for Mental Powers

Description: If this Limitation is taken, the character causes the Power to shut off instantly.

Value:
-¼ Stops Working If Mentalist Is Knocked Out
-½ Stops Working If Mentalist Is Stunned

Important Points:
- This Limitation is not normally the same as the Concentration Limitation; a character may take both Limitations (unless the GM rules otherwise)

Surface Only

Description: Swimming only allows the character to move along the surface of the water, not beneath it.

Value:
-1 Surface Only

Susceptible

Description: Entangle that can be completely removed by some substance or effect that wouldn’t damage an ordinary Entangle. If the attack to which the Entangle is Susceptible is

Value:
-¼ Uncommon or very difficult to determine
-½ Common or difficult to determine
-1 Very Common or easy to determine

Example:
A particular type of super-glue attack might easily be removed with alcohol.

Time Modifiers for Clairsentience

Description: Precognition or Retrocognition with this Limitation is harder to use over greater spans of time.

Value:
-½ Time Modifiers

Important Points:
- The Precognition or Retrocognition must have a Required Skill Roll or Attack Roll.
- For every step on the Time Chart away from the present there’s a -2 “Range Modifier” to the Required Skill/ Attack Roll.
- The GM may alter the penalty, or the rate at which it accrues, if desired; this may also entail reducing the value of the Limitation.

Turn Mode for Movement Powers

Description:Movement Powers which naturally lack a Turn Mode (such as Running) have a Turn Mode if they take this Limitation.

Value:
-¼ Turn Mode

Usable As Second Mode Of Movement for Movement Powers

Description: Makes a main Movement Power function as a second mode of movement.

Value:
+¼ Usable As Second Mode Of Movement

Important Points:
- When used as the second mode of movement, the power is subject to all rules governing that Movement Power, instead of the rules for the primary Movement Power.
- To use this Advantage, a character must apply it to the more expensive of the Movement Powers he wants to use. He can’t buy the cheaper one and then use the Advantage to make it function like the more expensive one.

Example:
Flight usable underwater as if it were Swimming
ice slides defined as both Running and Gliding
wings defined as both Flight and Gliding

Vague And Unclear for Clairsentience

Description: This Limitation for Precognitive or Retrocognitive Clairsentience simulates an ability to foretell the future (or uncover the past) which is, at best, unreliable.

Value:
-½ Vague And Unclear

Important Points:
- information gained is not definite; it could be misleading, false, easily misinterpreted, or any number of things — or it could, in fact, be a correct vision of what is to come (or what occurred). The character must decide just how much to trust the information gained by using the power.

Variable Limitations

Description: Character can change Limitations on power as a Full Phase Action

Value:
The character selects the value of the Variable Limitation on a power -¼; -½; -¾; -1. Each time he uses the power, he must define Limitations with twice that value. Thus, if a power has a -¼ Variable Limitation, the character must choose one or more Limitations with a total of -½ each time that power is used.

Important Points:
- Switching the Limitations on a power with Variable Limitations requires a Full Phase Action, during which the character is at half DCV. The character can make the switch even if he’s suffering the hindrance of the current Limitation. For example, if a character assigns the Limitation to Focus, and someone takes his Focus away from him, he can switch to other Limitations even though he doesn’t have the Focus.

Visible

Description: Only for powers that are normally invisible (such as Armor, Density Increase, Mental Powers, and most Special Powers). A Visible power can be perceived by three Sense Groups

Value:
-¼ Visible

Important Points:
- In some circumstances (and with the GM’s permission), characters can also take Visible for powers that are ordinarily visible to simulate the fact that those powers are much more perceptible than normal

Vulnerable for Entangle

Description: An Entangle is unusually vulnerable to particular types of attacks — it takes double damage from them.

Value:
-¼ Uncommon or very difficult to determine
-½ Common or difficult to determine
-1 Very Common or easy to determine

Will Not Work Against Heavy Missiles

Description: Missile Deflection doesn’t work against attacks that involve physical projectiles too heavy for the character to lift.

Value:
-¼ Will Not Work Against Heavy Missiles

ADVANTAGES

VII

Senses & Sense Modifiers


Unusual Senses/Sense Modifiers

Description: Self explanatory

Cost: If there are any costs that are not listed on a cost table


UNUSUAL SENSES

Active Sonar

Description: A character with Active Sonar can perceive nearby objects by emitting pulses of high-frequency sound that bounce off those objects and return to him

Cost: 15 Character Points (Detect Limited Class of Physical Objects [5 Character Points], Targeting; Active).

Enhanced Perception

Description: The character has better perception than normal.

Cost: +1 to PER Roll for all Sense Groups for 3 Character Points; +1 to PER Roll for one Sense Group for 2 Character Points; +1 to PER Roll with a single Sense for +1 Character Point.

High Range Radio Perception

Description: The character can perceive and transmit along the entire broadcast spectrum, from radio, to television, to cellular telephone transmissions. The transmissions; they may be encoded, encrypted, digitized, or otherwise “scrambled” to prevent him from understanding them.

Cost: 12 Character Points (Detect Broadcast Spectrum Transmissions [5 Character Points], Increased Arc Of Perception [360 Degrees], Transmit; Passive).

Infrared Perception

Description: Can perceive heat patterns and traces, but can only perceive the outlines of people and objects (unless there is a source of infrared light available)

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

Mental Awareness

Description: The character can perceive the use of Mental Powers within his Line Of Sight. Mental Awareness cannot perceive Powers that provide protection against mental attacks but which are not classified as Mental Powers, such as Mental Defense or a Force Field/Force Wall that provides Mental Defense.

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

Night Vision

Description: The character can see in total darkness (not including the Power Darkness, but including some forms of Change Environment that obscure vision) as though it were normal daylight.

Cost: 5 Character Points (+4 Enhanced Perception, with a -½ Limitation, Only To Counteract Darkness Modifiers; Passive).

N-Ray Perception

Description: Make normal PER Rolls through materials that block ordinary perception (such as walls). However, player must define one or more reasonably common substance(s) that cannot perceive through. For example, N-Ray Perception defined as X-Ray Vision could not perceive through Force Fields, Force Walls, lead, or gold.

Cost: 10 Character Points (Detect Physical Objects [10 Character Points]; Passive).

Radar

Description: perceive nearby objects by emitting radio waves that bounce off those objects and return. The character cannot perceive fine details, and radio-wave emissions can be detected with HRRP or by another character who has Radar. As with sonar, some objects absorb or avoid radio waves, making them difficult to perceive with Radar.

Cost: 15 Character Points (Detect Limited Class Of Physical Objects [5 Character Points], Targeting; Active).

Radio Perception

Description: Can perceive local AM, FM, and police-band radio signals.

Cost: 8 Character Points (Detect AM/FM/Police Radio Transmissions [3 Character Points], Increased Arc Of Perception [360 Degrees]; Passive).

Radio Perception/Transmission

Description: Can perceive and transmit local AM, FM, and police-band radio signals.

Cost: 10 Character Points (Detect AM/FM/Police Radio Transmissions [3 Character Points], Transmit, Increased Arc Of Perception [360 Degrees]; Passive).

Spatial Awareness

Description: Can perceive his surroundings without having any contact with them, and make normal PER Rolls through materials that block ordinary perception (such as walls). A character with Spatial Awareness can operate normally in total darkness or while blinded, but cannot sense fine details.

Cost: 22 Character Points (Detect Physical Objects [10 Character Points], Targeting Sense, Sense; Passive)

Ultrasonic Perception

Description: Can perceive very high and very low frequency sounds, such as dog whistles or Active Sonar.

Cost: 3 Character Points (Detect Ultrasonic Sound [3 Character Points]; Passive).

Ultraviolet Perception

Description: Can perceive ultraviolet (UV) light. He perceives as well at night as he can during the day, provided there’s a source of UV light such as the moon or stars (this occurs even if the night is overcast). In the absence of UV light (such as inside a cave), Ultraviolet Perception provides no benefit.

Cost: 5 Character Points (Detect Ultraviolet Light [5 Character Points]; Passive).

SENSE MODIFIERS

Sense Modifiers do not belong to any Sense Group — they improve Senses, either individually or by Sense Group. A character can buy a Sense Modifier for a Sense they get for free provided they satisfy any prerequisites for that Sense Modifier and has the GM’s permission.

Concealed

Description: Makes it harder for other characters to detect the pulses or emissions of an Active Sense, or to perceive a Sense with Transmit.

Cost: 1 Character Point for -1 to PER Rolls with one Sense or Sense Group. (For completely undetectable pulses, buy the Invisible Power Effects Advantage for the Sense.)

Discriminatory; Analyze

Description: Discriminatory Allow a Sense to perceive a greater range of information. A Sense with Discriminatory can identify, distinguish, and analyze an object if the character makes a PER Roll. For example, using Detect Metals, Discriminatory would tell a character that a nearby mass of metal is a nickel/iron composite about 65% nickel, and that it weighs about 200 kilograms.

Cost: 5 Character Points for a single Sense; 10 Character Points for an entire Sense Group.

Description: Analyze Can determine an even greater range of information, with greater precision, than can Discriminatory. If Detect Metals, Analyze, were used on the lump of metal described above, the character would know that the metal is 70% nickel, 23% iron, 4.6% cobalt, and 2.4% iridium; weighs 245.5 kilograms; and is roughly doughnut shaped with many pits and hollows on the outside. Characters can only buy Analyze for Senses that are Discriminatory.

Cost: 5 Character Points for a single Sense; 10 Character Points for an entire Sense Group.

Dimensional

Description: A Sense with Dimensional can perceive into one or more dimensions in addition to the one the character’s currently occupying. It doesn’t grant any extra range to the Sense; the character merely perceives whatever he can at the point in the other dimension that physically corresponds to his location.

Cost: To perceive into a single other dimension: 5 Character Points for a single Sense; 10 Character Points for a single Sense Group. To perceive into a related group of dimensions: 10 Character Points for a single Sense; 20 Character Points for a single Sense Group. To perceive into any dimension: 15 Character Points for a single Sense; 25 Character Points for a single Sense Group.

Increased Arc Of Perception

Description: Detects typically function in a 120-degree arc in front of the user. This Sense Modifier allows them to function in a 240-degree arc or 360-degree arc. A Sense with 360-Degree Perception operates all around the character, rather than being directional like ordinary Senses

Cost: 240-Degree Perception: 2 Character Points for a single Sense; 5 Character Points for a Single Sense Group; 10 Character Points for all of the character’s Sense Groups at once. 360-Degree Perception: 5 Character Points for a single Sense; 10 Character Points for a single Sense Group; 25 Character Points for all of the character’s Sense Groups at once.

Microscopic

Description: A Sense with this Sense Modifier, which is most often bought for the Sight Group, can detect objects in quantities so small they cannot be perceived by standard Senses. At its base level, Microscopic lets the character perceive objects at 10x magnification. Characters can buy Microscopic multiple times, each for an additional 10x magnification: thus, the second time allows perception at 100x magnification, the third at 1,000x magnification, and so forth.

Cost: 3 Character Points per level of magnification for a single Sense; 5 Character Points per level of magnification for an entire Sense Group.

Range

Description: A non-ranged Sense (such as Touch or Detect) with this Sense Modifier can perceive at Range in a 120-degree arc with the usual Range Modifier (just like, for example, Normal Sight).

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

Rapid

Description: A Rapid Sense can use that Sense to “read” or otherwise take in or absorb data or sensations faster than normal. Characters can buy Rapid multiple times, each for an additional 10x speed: thus, the second time allows perception at 100x faster than normal, the third at 1,000x faster than normal.
Rapid does not provide any direct bonuses to PER Rolls. But as a guideline, the GM may assume each level of Rapid counts as +3 with PER Rolls, only to counteract penalties for performing tasks quickly. With Rapid x10, a character can perceive in a Phase what other characters take 1 Turn; with Rapid x100, he perceives in a Phase what others need 1 Minute.

Cost: 3 Character Points per x10 speed for a single Sense; 5 Character Points per x10 speed for an entire Sense Group.

Sense

Description: Convert a Detect (or other Enhanced Senses, at the GM’s option) into a Sense

Cost: 2 Character Points.

Targeting Sense

Description: A Nontargeting Sense (such as Normal Hearing) with this Sense Modifier can be used as a Targeting Sense to locate targets in combat. A Targeting Sense does not completely compensate for Sight — for example, Targeting Hearing cannot read print or sense colors. Furthermore, environmental conditions or other circumstances may adversely affect Targeting Senses, just like darkness or bright lights affect Sight.

Cost: 10 Character Points for a single Sense; 20 Character Points for one Sense Group.

Telescopic

Description: With this Sense Modifier works more accurately over long distances than an ordinary Sense. For every 3 Character Points spent, a character receives +2 to PER Rolls with a single Sense Group — but the bonus only applies to off set the Range Modifier as it affects PER Rolls with that Sense Group. Telescopic does not help the character perceive, locate, or identify an object, it merely makes that object easier to perceive at a distance. Nor does Telescopic reduce the Range Modifier’s effect on a character’s OCV.

Cost: 1 Character Point for +2 PER, only to offset the Range Modifi er with a single Sense; 3 Character Points for a single Sense Group. Characters may purchase Telescopic for more than one Sense Group.

Tracking

Description: With this Sense Modifier, can be used to identify and track a person or object if the character makes a PER Roll. Modifiers for time and circumstances can affect the PER Roll.

Cost: 5 Character Points for a single Sense; 10 Character Points for an entire Sense Group.

Transmit

Description: This Sense Modifier allows a character to transmit information similar to that which he can perceive.

Cost: 2 Character Points for a single Sense; 5 Character Points for a single Sense Group.

VIII

Quick Reference

A couple of extra reference sheets Odiak included that don't have a home in
any single chapter above.

Advantage & Limitation Value Calculations

Advantage&Limitation Calc Table

Quick Rolls

Quick Rolls

A Note On Completeness

Every cost table referenced anywhere in Odiak's notes is now included in
this guide, including Trigger and Usable On Others under
HERO System Power Modifiers.

IX

A Closing Note From Odiak

If you have absolutely no idea who you want your hero to be just reading over the powers, adders, advantages, and limitations may bring inspiration.

Advantages and Adders I would describe as the things that make a power awesome. That nifty thing that your character can do above and beyond what everyone with the same power can do. I would say make it as expensive as you want, but it just will not have the numbers that a 'lesser' power can output in favor of a specific versatility

I think of limitations/Disadvantages as "how do I want my character to be countered?"
Do you want to be like
batman when his utility belt is taken to put him in a bad spot? without his wealth he is just a man
spiderman whose web shooters always seem to run out and Aunt May who he has to protect? poor freelance photographer trying to do the best for his community
Zatanna so a Gag makes you almost powerless? words have power
Superman who is in trouble when he gets too close to the wrong mineral? reminder that he is alien despite his best efforts
Bruce Banner a person cannot control his power once it is unleashed but also is put in circumstances where it may be the better of two bad options?
The Thing whose very existence is an inconvenience and existential crisis? low self esteem caused by being called other and being convinced yourself
Green Lantern that regularly is hunting for his battery? Never have enough energy to do everything that a person needs to do

If you want no weaknesses like those listed above don't take limitations or disadvantages. But I would like to remind you that these problems they face often say as much about the character as the choices they make behind the mask. Hence my short philosophical musing following of plausible things it could represent.