mhi_2page.pdf
TRANSCRIPT
![Page 1: MHI_2page.pdf](https://reader038.vdocuments.us/reader038/viewer/2022100505/577cd6521a28ab9e789c1776/html5/thumbnails/1.jpg)
8142019 MHI_2pagepdf
httpslidepdfcomreaderfullmhi2pagepdf 12
HERO IN 2 PAGES
Dice RollsHero System uses two kinds o dice rolls
Te first is a Success Roll In a Success Roll you roll under a
number on 3d6 (three six-sided dice) A total o 18 is always aailure a total o 3 is always a success Success Rolls are displayedas X- such as 12- or ldquoRoll 12 or under on 3d6rdquo Te lower you roll
under the better
Te second is an Effect Roll In an Effect Roll Xd6 is rolled - Tatis an arbitrary number (3 5 8 whatever) o six-sided dice Effectrolls may be counted in two ways
Counting the BODY Count the number o dice Subtractany 1rsquos rolled add +1 or any 6rsquos
Counting the Total Simply total the die roll
12 d6 is hal the result o a d6 For BODY that means a roll o4-6 is +1 and 1-3 is 0 For a otal roll 1-2 is +1 3-4 is +2 and 5-6
is +3
+1 is just that - ldquoAdd +1 to the otalrdquo Effects o +1 adds no BODY
Counting Killing BODY Damage is the only exception
DamageDamage types are Normal Damage and Killing Damage
Normal Damage as you may expect is an Effect Roll or theBODY (health) damage done and is totaled or the SUN (exactly
what it sounds like) damage
Killing Damage is the only case where you count the otal or
Killing BODY damage this is multiplied by 12 d6 or SUN
Both Normal and Killing damage may be lethal however Killing
damage typically represents the effects o weapons made to killrather than stun - Swords guns knives and lasers rather than
fists clubs concussion grenades or non-explosive bursts o fire Itis more likely to kill than Normal Damage Some attacks do onlySUN damage which canrsquot kill
Some non-damage powers call or Effect Rolls where you only
count the BODY and ignore the otal ndash Tis is how you tellhow hard it is or the Entangled enemy to chop through yourSpiderweb spell or example In some other cases you donrsquot use
BODY and just count the otal
Character PointsCampaigns are usually divided into Superheroic (high-powered
Character Points games where Points buy nearly everythingincluding equipment) and Heroic (lower-powered more realistic
games where things like common equipment only costs money)Your GM will tell you what you need to spend Character Points
on and how many Character Points you have to spend I you donot take Complications you gain less than your total Character
Points up to the Campaign Limit - ypically 20-30 o your totalCharacter Points You are generally given a total and o that total
a sub-total o how many come rom complications
Experience Points are spent in the same way as Character Points
and may be spent on anything you wish within the campaignlimits For example you probably canrsquot buy a Fireball spell in
a modern espionage campaign or a firearm in a high antasycampaign - Or likely a spaceship in either
You can also buy off Complications provided you clear it withthe GM Tis can simulate such things as buying a cybernetic
prosthetic or that missing eye spending time reconciling with aRival working to improve a Negative Reputation or just workinghard to improve a Money-based Complication (perhaps clearing
a debt or advancing your paycheck in your ldquoday jobrdquo)
CharacteristicsA Characteristic Success Roll is 9 + (that Characteristic 5)
rounded off Tus a Characteristic o 10 has a Success Roll o 11-
SR DEX CON IN EGO and PRE all have Success Rolls Mostpeople have 5-8 in these Characteristics but heroes start at 10
STRength is your characterrsquos physical power and ability to lif
and carry things It also has a HH Attack with a Normal BODYRoll o SR 5 rounded off
DEXterity is your characterrsquos reaction time agility grace andwell dexterity It also gives you an Initiative or combat
CONstitution is how tough and healthy you character is It alsoprotects against being Stunned
INTelligence is how quickly your character is able to perceivethings It is the basis o PERception Rolls
EGO is your characterrsquos mental orce o will and stability
PREsence is how impressive your character is High PREsencecharacters may inspire courage terror a desire to ollow or the
glamour o a skilled actor Low PREsence characters are generallyunimpressive and may not be taken seriously or as seriously
Combat Value (CV) CV comes in Offensive and Deensiveflavours OCV is added to an 11- Success Roll to hit targets the
amount you roll under is the DCV you ldquoHitrdquo Tat is with anOCV o 5 and a roll o 9 you ldquohitrdquo 11 + 5 - 9 a DCV o 7 or lessTatrsquos sufficient to hit NormalGuy but Martial Arts Man wonrsquot be
impressed
I 983140983151983150rsquo983156 983144983137983158983141 983156983145983149983141 983156983151 983154983141983137983140 983156983144983141 983159983144983151983148983141 R983157983148983141983138983151983151983147
I 983150983141983141983140 983156983151 983147983145983148983148 983149983151983150983155983156983141983154983155 NOW983073
ake a deep breath relax and read this Because Everything you need to know to understand and play HERO
System can be boiled down to two pages
Summary by Bill Keyes Jeffrey W Borden Narf T Mouse and Steven S Long
8142019 MHI_2pagepdf
httpslidepdfcomreaderfullmhi2pagepdf 22
Terersquos also a Mental (MCVOMCVDMCV) flavour o CV Itrsquos
pretty much the same except yoursquore trying to hit them with yourbrain and not in a literal sense
SPEED is how many times you act out o a twelve Segmenturn Aside rom that donrsquot worry about it the book has a handy
chart Just mark down which Segments you can act (an ActionPhase) and orget about it Te GM will call out ldquoAnyone move in
Segment 4rdquo and i you have a ldquo4rdquo in your ldquoPhasesrdquo list say ldquoMerdquo
and tell him your DEX DoneDEFense reduces damage PD reduces Physical Damage likepunches kicks clubs and a sofball upside the head ED reduces
Energy Damage like fireballs tasers or suddenly being hit witha cold blast Tat is all Normal Damage For Killing Damage likebullets swords axes disintegration beams lightning strikes or
lasers therersquos Resistant DEFenses - rPD and rED ResistantDeense is bought with the power o the same name
RECovery is how much ENDurance and SUN you recover perurn and how much BODY you regain per month
ENDurance is uel or your Powers - in HERO System terms thatincludes anything rom running to punching someone in the
ace to optic blasts to flying
BODY is how close you are to death - Higher is better I your
character reaches ldquoNegative BODYrdquo - Tat is the opposite o theirtotal normal body - Tey die Tus i yoursquove bought 14 BODY and
your character reachs -14 BODY they are dead I your characterreaches 0 BODY they lose 1 BODY at the end o each urn
STUN is how close you are to being unconscious High numbersare good low numbers are bad Losing more SUN romone attack than your CON means you have to spend a Phase
recovering running out o SUN means yoursquore unconsciousNegative numbers means yoursquore ldquoMore unconsciousrdquo
All characters have a base o 12 meters o Running 4m oSwimming and 4m o Leaping (ull orward and 12 upward)
You can sell off any Characteristic down to 0 or 1 (generally)
SkillsEssentially buy a Success Roll or something Buying CV orHH or Ranged Combat groups o weapons or a single weapon
(OCV only) is also a skill Buying MCV uses a different cost setupbut is essentially the same
Perks
Tings itrsquos nice to have like Police Authority Noble rank MoneyContacts Followers Vehicles and Bases and etc
TalentsAlmost sorta-Powers all o which donrsquot cost ENDurance Tings
like Absolute ime Sense Eidetic Memory (you donrsquot orget)Striking Appearance (Beautiul Ugly Dangerous Harmlessetc) Ambidexterity Deadly Blow or Weapon Master
Martial ArtsVarious maneuvers you can use to alter how you deal damageand what your attack does OCVDCV bonuses and penalties
Damage bonuses different effects such as Grabbing limbs ormaking the arget all You get deault maneuvers which you canuse with any weapon or hand-to-hand
Maneuvers include everything rom boxing to encing to specialorces training or any kind o armed or unarmed combat skill
You can also buy Weapon Elements to use your extra maneuverswith various weapons
Martial Arts cost 3-5 Character Points per maneuver and as ageneral rule you should buy at least 10 Character Points worth
PowersPowers are the special abilities o your character Tey may bemagical divine super-science or ordinary everyday things like
an AK-47 O course that last is only ordinary and every-day orsome people ndash And a larger number o characters
What most Powers do can be simplified down to one o threecategories an Effect Roll (most Powers) an absolute effect (like
Invisibility) or a value (like Flight 20m)
Te cost o a Power is increased with Advantages (Such as No
Gravity Penalty +12) and decreased with Limitations (Such asOAF -1) o calculate which only has to be done once take the
cost o a power and multiply it by 1 + Advantages Tatrsquos the ActivePoints (AP) Ten take the AP and divide it by 1 + LimitationsTatrsquos the Real Points (RP) Tatrsquos what you pay Most campaigns
will limit how many AP a power can have
Flight 20m No Gravity Penalty (+12) OAF (Gravity Staff-1) 20 15 = 30 AP 20 = 15 RP
Or
Flight 20m Difficult o Dispel (x2 Active Points +14) NoGravity Penalty (+12) OAF (Gravity Staff -1) Costs ENDo Maintain (Full END Cost -12) Incantations (-14) 20 175 = 35 AP 275 = 1272 = 13
06-09 round up 01 to 04 rounds down 05 rounds in avour
o the player
Simple and done Tere are shortcut charts in the rules which
allow you to ignore most math and i you donrsquot want to do mathat all a 2-year Hero Designer contract gets you sofware which
is point-and-click and does all the math or you Irsquove ound itabsurdly simple to use
ComplicationsTings that complicate your lie (and you potentially drawstrength rom) like people you look out or a negative reputation
physical and psychological complications (Blind In One Eye orCode O Honor) social complications being Hunted or having a
Rivalry bywith someone and so on
T983144983141 983141983150983140 Y983141983155 983156983144983137983156rsquo983155 983137983148983148 983156983144983141983154983141 983145983155 983156983151 983145983156 T983144983141 983154983141983155983156 983145983155 983143983154983137983158983161 D983141983148983145983139983145983151983157983155 G983154983137983158983161
![Page 2: MHI_2page.pdf](https://reader038.vdocuments.us/reader038/viewer/2022100505/577cd6521a28ab9e789c1776/html5/thumbnails/2.jpg)
8142019 MHI_2pagepdf
httpslidepdfcomreaderfullmhi2pagepdf 22
Terersquos also a Mental (MCVOMCVDMCV) flavour o CV Itrsquos
pretty much the same except yoursquore trying to hit them with yourbrain and not in a literal sense
SPEED is how many times you act out o a twelve Segmenturn Aside rom that donrsquot worry about it the book has a handy
chart Just mark down which Segments you can act (an ActionPhase) and orget about it Te GM will call out ldquoAnyone move in
Segment 4rdquo and i you have a ldquo4rdquo in your ldquoPhasesrdquo list say ldquoMerdquo
and tell him your DEX DoneDEFense reduces damage PD reduces Physical Damage likepunches kicks clubs and a sofball upside the head ED reduces
Energy Damage like fireballs tasers or suddenly being hit witha cold blast Tat is all Normal Damage For Killing Damage likebullets swords axes disintegration beams lightning strikes or
lasers therersquos Resistant DEFenses - rPD and rED ResistantDeense is bought with the power o the same name
RECovery is how much ENDurance and SUN you recover perurn and how much BODY you regain per month
ENDurance is uel or your Powers - in HERO System terms thatincludes anything rom running to punching someone in the
ace to optic blasts to flying
BODY is how close you are to death - Higher is better I your
character reaches ldquoNegative BODYrdquo - Tat is the opposite o theirtotal normal body - Tey die Tus i yoursquove bought 14 BODY and
your character reachs -14 BODY they are dead I your characterreaches 0 BODY they lose 1 BODY at the end o each urn
STUN is how close you are to being unconscious High numbersare good low numbers are bad Losing more SUN romone attack than your CON means you have to spend a Phase
recovering running out o SUN means yoursquore unconsciousNegative numbers means yoursquore ldquoMore unconsciousrdquo
All characters have a base o 12 meters o Running 4m oSwimming and 4m o Leaping (ull orward and 12 upward)
You can sell off any Characteristic down to 0 or 1 (generally)
SkillsEssentially buy a Success Roll or something Buying CV orHH or Ranged Combat groups o weapons or a single weapon
(OCV only) is also a skill Buying MCV uses a different cost setupbut is essentially the same
Perks
Tings itrsquos nice to have like Police Authority Noble rank MoneyContacts Followers Vehicles and Bases and etc
TalentsAlmost sorta-Powers all o which donrsquot cost ENDurance Tings
like Absolute ime Sense Eidetic Memory (you donrsquot orget)Striking Appearance (Beautiul Ugly Dangerous Harmlessetc) Ambidexterity Deadly Blow or Weapon Master
Martial ArtsVarious maneuvers you can use to alter how you deal damageand what your attack does OCVDCV bonuses and penalties
Damage bonuses different effects such as Grabbing limbs ormaking the arget all You get deault maneuvers which you canuse with any weapon or hand-to-hand
Maneuvers include everything rom boxing to encing to specialorces training or any kind o armed or unarmed combat skill
You can also buy Weapon Elements to use your extra maneuverswith various weapons
Martial Arts cost 3-5 Character Points per maneuver and as ageneral rule you should buy at least 10 Character Points worth
PowersPowers are the special abilities o your character Tey may bemagical divine super-science or ordinary everyday things like
an AK-47 O course that last is only ordinary and every-day orsome people ndash And a larger number o characters
What most Powers do can be simplified down to one o threecategories an Effect Roll (most Powers) an absolute effect (like
Invisibility) or a value (like Flight 20m)
Te cost o a Power is increased with Advantages (Such as No
Gravity Penalty +12) and decreased with Limitations (Such asOAF -1) o calculate which only has to be done once take the
cost o a power and multiply it by 1 + Advantages Tatrsquos the ActivePoints (AP) Ten take the AP and divide it by 1 + LimitationsTatrsquos the Real Points (RP) Tatrsquos what you pay Most campaigns
will limit how many AP a power can have
Flight 20m No Gravity Penalty (+12) OAF (Gravity Staff-1) 20 15 = 30 AP 20 = 15 RP
Or
Flight 20m Difficult o Dispel (x2 Active Points +14) NoGravity Penalty (+12) OAF (Gravity Staff -1) Costs ENDo Maintain (Full END Cost -12) Incantations (-14) 20 175 = 35 AP 275 = 1272 = 13
06-09 round up 01 to 04 rounds down 05 rounds in avour
o the player
Simple and done Tere are shortcut charts in the rules which
allow you to ignore most math and i you donrsquot want to do mathat all a 2-year Hero Designer contract gets you sofware which
is point-and-click and does all the math or you Irsquove ound itabsurdly simple to use
ComplicationsTings that complicate your lie (and you potentially drawstrength rom) like people you look out or a negative reputation
physical and psychological complications (Blind In One Eye orCode O Honor) social complications being Hunted or having a
Rivalry bywith someone and so on
T983144983141 983141983150983140 Y983141983155 983156983144983137983156rsquo983155 983137983148983148 983156983144983141983154983141 983145983155 983156983151 983145983156 T983144983141 983154983141983155983156 983145983155 983143983154983137983158983161 D983141983148983145983139983145983151983157983155 G983154983137983158983161