The Hero System is a highly configurable toolbox, and every campaign will make different use of the tools available. This page will attempt to describe which of the systems and/or mechanics described as optional will be in effect in this campaign.
As there are many possible options, if one does not appear here, assume it isn't in use.
A number of times in this document, the term 'conscious decision' is used. This term is used similarly to the warning and stop sign symbols found in the core book, though it will not appear there. A conscious decision is a note to the player that they're leaving certain established guard rails. While it's okay and perhaps necessary to do this in order to make your character concept work, this should not be done carelessly. It's trivial to intentionally make a character that will overpower everyone and everything they come in contact with- this is just to make it a little harder to do accidentally.
Characters in this campaign are Heroic characters built initially on 175 points. Characters will gain XP over the course of the game, but the following limits assume 175 point characters, and do not change until explicitly stated otherwise.
The following guidelines are suggested for all characters. These are ranges that your various attributes ought to fall within. While these are not hard limits, exceeding these guidelines is a conscious decision.
| Character Ability | Range |
|---|---|
| Characteristic | 10 - 20 |
| SPD | 2 - 4 |
| Combat Value (any) | 3 - 7 |
| Damage Class | 3 - 8 |
| Active Points | 15 - 50 |
| Skill Points | 30 - 75 |
| Skill Roll | 8- - 13- |
| Defense | 6 - 10 |
| Resistant Defense | 3 - 5 |
Characteristic Maxima are in effect. These are maximum values on base characteristics. Characteristics can be bought above these values for double the base cost. Alternatively, these characteristics can be bought as powers using the Characteristics Power, but doing so must be a conscious decision.
The following characteristic maxima are in use for this campaign:
| Characteristic | Maximum Value |
|---|---|
| STR | 20 |
| DEX | 20 |
| CON | 20 |
| INT | 20 |
| EGO | 20 |
| PRE | 20 |
| OCV | 7 |
| DCV | 7 |
| OMCV | 7 |
| DMCV | 7 |
| SPD | 4 |
| PD | 8 |
| ED | 8 |
| REC | 10 |
| END | 50 |
| BODY | 20 |
| STUN | 50 |
| Running | 20m |
| Swimming | 10m |
| Leaping | 10m |
The following list of skills are considered Everyman Skills for all characters. This list assumes a character raised in the common Tekh Varn culture, stationed in the town of Ek'Falim. Characters that do not match this assumption may swap some of their Everyman Skills for others of equivalent value.
Players may take the 'standard effect' for a power, opting to take a static result rather than a variable one. Each D6 you would roll on an effect roll instead becomes 3 points of effect. Each 1/2D6 becomes 1 point of effect. Players may opt for only part of their effect roll to be handled this way, however, regardless of how much or how little standard effect the player uses, this decision must be made when initially purchasing a power and cannot be changed without good reason.
Players may take the 'Costs Endurance (to maintain; -1/2) limitation on Aid and Drain to turn them into the Boost and Suppress effects, respectively.
Players may buy the Simplified Healing power as described in the core rules.
In addition to the normal steps used in resolving an attack (declare attack and target, spend END, roll to see if you hit, roll to determine how much effect you apply) the following steps are also in use:
As most engagements in this campaign will occur at relatively short range, a combination of the standard and optional range modifiers will be used.
| Range | Modifier |
|---|---|
| Within Reach (1m) | -0 |
| 2m - 8m | -0 |
| 9m - 12m | -1 |
| 13m - 16m | -2 |
| 17m - 24m | -3 |
| 25m - 32m | -4 |
| 33m - 48m | -5 |
| 49m - 64m | -6 |
| 65m - 125m | -8 |
| 126m - 250m | -10 |
| and so forth | |
Players can make use of the following tactical options in combat:
Additionally, players may use the following optional combat maneuvers:
By default, no additional rules will be used regarding bodily trauma beyond the numerical effects of the hit location table. However, should a player desire, they may intentionally attempt to maim their opponents rather than merely going for the kill. In these instances, players may utilize the Breaking Limbs and/or Disabling injury mechanics.
Additionally, if a player would be reduced to or below 0 BODY by an attack, they may opt to take a serious long-term injury from the attack, similar to one that could be inflicted by the Breaking Limbs or Disabling injury mechanics. If they do, they will be considered stabilized and will not be at risk of bleeding out, though harm can still come their way by other means. While that player can also be healed as normal, they will not be able to participate in the rest of the encounter beyond fleeing the area.
Players can Hold an Action to use the Leaping power in order to reduce the damage from a fall.
Some melee weapons built as equipment with HKA or HA may have the Strength Minimum limitation, requiring that a character possesses a certain STR before being able to effectively wield the item. This doesn't apply to non-equipment powers purchased with character points. It may apply to improvised weapons as appropriate.