GENERAL NOTES

This section has the general notes on House Rules, slight changes, additions, and other ideas that make the game run smoother and play easier. Many of the changes are just a different way of expressing what is in the rules but with greater clarity (such as the To Hit rolls below. Other additions are logical extensions such as martial arts for every man (0 cost martial arts maneuvers) and the notes on Endurance. As with all House Rules, these are suggestions we have found helpful and encourage you to examine or try.

CONTENTS


COMBAT

[Superheroine pulsar] There are several changes in combat that have subtle but realistic effects. Most of the changes are actually for Heroic games, but many are for any Hero Game. These rules have all been playtested extensively and are balanced, helpful, and streamline the game in many ways. This section has the least use for a casual Hero player, but for GMs is highly recommended. [Robot Punch]

GENERAL TO HIT ROLLS:

The formula used in all games is: OCV +11 - (3D6 roll) = DCV HIT

This is used to see what DCV was hit. So if a attacks b, he takes his OCV (say, 5), and adds that to 11, this results in 16. a then rolls 3D6 and subtracts the result from 16. The number that results is the best DCV he hit, so if a rolls a 9, he hit a (16-9=) 7 DCV.
The reason for this is twofold. First, it makes it unnecessary for the characters to know the DCV of the opponent, which changes and may be something the GM would rather they not know. Second, it gives the DCV hit, which comes into play below for hit locations and block rolls, as will become clear below.

ZONE OF CONTROL: Characters that have not moved on a given segment may "abort" to a hand to hand attack at -2 OCV on anyone who moves through HTH range of them. This zone of control addresses the weakness Hero has with movement that allows you to blow past slower opponents unharmed. As normal, you cannot abort on a phase you have acted on.

ARMOR ACTIVATION: You may use skill levels to lower an opponent's activation roll on their armor, should one exist. Each skill level so used lowers the activation roll by one. Similarly, the target may use DCV levels to move the activation up by one for each level. Like Interposing Block below, this is best used only when the character is certain to be hit.

ATTACKS FROM SURPRISE: Rather than the rule that ambush attacks doing double stun, the house rule is that CON is halved for purposes of being stunned. It is easy to be stunned by an attack you don't expect (ever run into a door by surprise?), but rarely does this result in unconsciousness.

PULLING YOUR PUNCH: This is attempted at -1 OCV per 5D6, not 3D6.

BEING KNOCKED OUT: As written, the unconsciousness levels are by an easy formula of 10 point blocks. This is simpler to work with, but is not as realistic as it could be. For greater believability, the system used is similar, but the first level (up to -10 = recover each phase) is now up to -CON, so a victim with a 23 CON would have to be taken to -24 stun (more than their 23 CON) or lower to move to the next level of unconsciousness. From that point on, it is the standard 10 point steps. This helps represent that it is harder to put down a very tough guy and make him stay.

The chart would now look like this:

STUN TOTAL HOW OFTEN RECOVERY OCCUR
0 to -CONEvery Phase (character is aware of surroundings)
to -CON+10Post 12 only
to -CON+20Every minute

and so forth, down the time chart.

BLOCK: A block maneuver as now listed is pathetically easy. The system now used is somewhat more challenging, and represents the fact that a more expertly executed attack is more difficult to avoid. The Block roll is attempted against the DCV the aggressor hit, so if A attacks B, and hits a 8 DCV, B must make a block roll that would hit an 8 DCV in order to block that attack. This has the effect of making blocks much more difficult to achieve, thus the penalties on block and cost for martial art element block is in discussion.

KNOCKBACK: When a move through is done, any knockback resistance from Growth or Density Increase the attacker has is added to the potential KB (in other words, the BOD done for determining knockback). Heavy and dense objects will send you flying when they hit you.

OTHER STANDARD MANEUVERS: There are some additional maneuvers that any person may attempt. Many of these are similar to martial arts maneuvers, but with much lower skill, and give any fighter a great deal more flexibility in combat. In addition, with a few skill levels, any character can be a martial artist without having to buy multiple maneuvers. Any full Martial Artist who buys all the maneuvers will be considerably better, which makes the difference between formal training and just picking up some maneuvers more clearly stated.

[Martial Artist]
MANEUVERTIME TIME OCV EFFECTS
Choke Hold1/2-1-11D6 NND; Defense not breathing, rigid neck armor, etc
Clothesline 1/2-1-1STR Throw, +V/5
Eye Scratch 1/2-2 --1D6 Flash
Flying Tackle1/2-2-2STR; Full Move, Throw
Groin Blow1/2-2 --1D6 NND; Defense rigid solid armor or LOW
Killing Strike1/2-2-21/2D6 HKA
Move by grab*1-21/2 grab, FM, cannot exert this phase (crush, redirect, etc)
Prepared Arrow Fire 1 -2--fire two arrows in a phase
Takedown1/2-1-1STR +2D6 Throw, both fall
Weapon Bind1/2------
*Players can abort to this, and do no damage, for a 'heroic save' maneuver. This allows them to abort to a move by grab to snatch someone from danger

Delaying: A new Martial Arts element that delays the target's next action until after the attackers if the two act on the same phase. Delaying costs 1 point and is free for any maneuver based on the Block element.

HEROIC INTERPOSE: This maneuver is available any character. The PC can abort up to a half move to place his body between the victim and the aggressor, and attempt to take the damage instead of the victim. The character sacrifices DCV that is then added to the victims, up to the full DCV of the hero. The attack then is rolled, and it still hits the victim if it is sufficient to hit the extra DCV. If not, the attack is then compared to the lowered DCV of the hero, and it will very likely hit him instead. This lowered DCV is only to the aggressor, to all other attackers, the hero is ½ DCV, or the DCV he is reduced to, whichever is higher. This can only be used against an obvious attack, one that the hero can perceive with at least one of his senses.

ENDURANCE AND RECOVERY

HOLDING YOUR BREATH: Any character who is holding their breath on phase 12 loses 5 END at post 12 recovery, instead of taking a recovery. This replaces the Hero drowning rules.

PUSHING: Characters may generally push at will in a superhero game, but occasionally the GM may require an EGO roll to attempt it. Whether or not the roll succeeds, the character still exerts and must pay the END for the points sought after.

RECOVERY: Unconscious Heroes have an alternative Recovery option, they may attempt a CON Roll at -1 per 10 points below 0 to take a Recovery, starting at -21. This is done per Turn. This option is not available for characters below 0 BODY.

SWEEP: Attempting a sweep is done at -2 for each target, applied in consecutive order, rather than cumulative to each attack.

Example: Cronan decides to attack four targets with his broadsword. He takes a -2 subtraction to the first attack, -4 on the second, -6 on the third, and a -8 OCV on the third. According to the hero games rules, he would be -6 to each of these attacks.

HEROIC RULE CHANGES

[magnifying glass]HIT LOCATIONS: Striking a hit location on a target can be done one of two ways. First, you may use the standard rule and take the set location subtraction to OCV and try to hit or miss. This location OCV modifier is lowered by any DCV subtraction the target might have (for growth, for example). It's just easy to hit a given area on a huge target.

Second, however, there is a new way. A character can take a set -2 OCV above all other limitations, and declare and attempt to hit a given target area. The roll to hit is made, and if it hits, the area struck is rolled. Then, the roll for location is moved along the chart toward the desired area by one for each 2 the target was hit by.

EXAMPLE. A swings at B's head. He hits by 5, and rolls location. The location rolled is 9, shoulders, and this is further altered by the amount hit by (5) divided by two, rounding off (5/2=2.5, or 2). The location hit is moved by two, from a 9 to a 7. Instead of missing entirely because the target area was not hit, A got close, but B got an arm in the way.

The only exception to this system is that attempts to hit the vitals (area 13, one of the most common rolls on 3D6 and thus stunningly attractive) are at -3 to hit, instead of the standard -2 OCV penalty.

INTERPOSING BLOCK: If a character is aware he is about to be hit, he may attempt to place a location more desirable in the path of the attack rather than take his chances. It is normally quite clear that you are trying to hit a given location (Slight of Hand would conceal this). The target rolls a standard block roll (requiring a free half phase or the abort of one) at -1 OCV. The exact maneuver is below:

MANEUVER TIMEOCV DCV EFFECTS
Interposing Block 1/2 +1 -1 choose area hit

The Interposing Block is not a standard block in that you cannot attack first next phase, nor does the attack fail to hit. It just allows you to choose your location rather than your opponent.

TAKING BODY: For each BOD the character withstands, he loses 2 maximum Stun until the lost Body recovers. This represents the overall disabling effect of taking BOD damage.

KNOCKBACK: In Heroic level games, Knockback is not as severe as in superheroic games. When an attack does BOD, if knockback is rolled, it will knock the target down. The knockback then received is divided by 5, rounded down (so if a character does 5" of Knockback, the victim (who has taken a stupendous blow) is knocked down and back 1").

MARTIAL ARTS: Certain martial arts maneuvers give a bonus to OCV and DCV when used. This DCV bonus is limited in effectiveness against anyone except the target of the maneuver. Against anyone else, the bonus is halved.

Example: Chun Lai, crane style wu shu expert does a martial block maneuver to block a strike by his opponent (a Kenku). This gives a +2 OCV and DCV bonus; of which the +2 DCV only applies against the Kenku, it is halved to +1 against the Kenku's friends.

The only exception to this system is that attempts to hit the vitals (area 13, one of the most common rolls on 3D6 and thus stunningly attractive) are at -3 to hit, instead of the standard -2 OCV penalty.

The reason for this is that much of the DCV bonus of these maneuvers involves disorienting and keeping your opponent off balance. This can even involve temporarily binding the opponent's limbs or weapons. As such the DCV bonus is less effective against others that attack.

WORSENING WOUNDS: A paramedic roll can stop bleeding when it takes place, and this often misleads players into thinking the wound is somehow healed. A character that tries to exert after having wounds healed has a chance of taking additional damage and automatically will open the wound again. Each phase the GM rolls, and if this roll is under the amount of BOD the character has sustained, the character will take an additional 1 BOD and 3 STN damage.

PUSHING: To push in a Heroic campaign always requires an EGO roll. If this roll succeeds, the PC gains 5 points of effect, plus 1 per 2 points the roll is made by. This costs 1 END per point the push results in.

SWEEP: This may be used with any standard strike. With Hand to Hand weapons, a sweep can be used to attack a single target more than once. If this is used, the attacks take the standard cumulative -2 OCV, but also each attack causes the attack to be made at -5 STR, as each blow is weakened by the sweep. Certain ranged weapons, especially automatic weapons, can be used with a sweep maneuver as well, with the same strength subtraction. This may make a weapon too heavy or to have too much recoil to use properly, adding some extra limitations.

WEAPONS STRENGTH MINIMA: In addition to the lessened OCV for having lower STR than a weapon can be used at, each 5 points under the STR minimum equals one lower damage class for hand to hand weapons as well.

EXAMPLE: Cronan has a Broadsword he fights with, one with a strength minimum of 10. His Strength is drained to 9 by a sorcerer; this is under the STR MIN of the weapon. Thus, Cronan uses the broadsword at -1 OCV and does 1 damage class less with the weapon (in this case it lowers from 1D6+1 to 1D6).

LEARNING SKILLS

For new skills, the PC needs to either find a teacher or wing it on their own. This takes time and money, cheaper without a teacher, but much harder and more time consuming. The base time this takes is a month, -1 step on the time chart for each two the PC makes his INT by, or +1 for each 3 the roll is failed by. Teachers add their skill roll (or INT roll if no roll is used) to this INT roll as a complementary skill. Proper equipment and setting adds to this as well. Languages are special skills that take longer to learn.

TRAINING IN SKILLS: For skills that have a roll, a system similar to the one in the game Runequest is used. To train a skill up requires a roll equal to the skill roll you have, or better. In other words, if you have a 13- with a skill, you have to make a roll of 13-18 to get better at it. This is increased by +1 for each step up the time chart past a day taken, and more for appropriate equipment and setting. A teacher adds his skill roll as a complementary roll (note that he gets his skill roll as if it was a normal use, usually taking a turn. So if he takes a day to help out, he has up to +6 to his roll).

Non roll skills use an INT roll, or special circumstances. In heroic games, Characteristics cannot normally be increased more than 5 points over the level they are at when the character is created, regardless of racial maxima.


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