Unless otherwise specifically
altered or contradicted in these house rule pages, the rules found in
the 5th Edition Hero System apply at all times.
No advantage or limitation shall be taken on any
power or skill unless there is a concept-driven need for the character
to have it.
Activation Roll: If
a character is rendered unconscious, all of his powers that have an
activation roll deactivate.
Always On: Powers
purchased with this limitation cannot also be purchased with the
Linked limitation. Similarly, no other power may be linked to a
power that is Always On.
Battlesuit (-½):
- The Battlesuit limitation functions
similarly to the Focus limitation. However, it has several
important differences, mainly dealing with defense and breakability.
Instead of being breakable, a Battlesuit suffers a chance of
system failure. The chance is a flat 5 or less, plus 1 per point of
Body suffered by the character wearing the Battlesuit. The
modifier is additive to itself, and remains in place until the
Battlesuit is repaired. When system failure occurs, one power
purchased with the Battlesuit limitation (determined by the GM)
stops working. Until the suit is repaired, the character cannot use
that power.
-
If a character takes body, a system is out (as per the
focus rules however use the chart provided and roll 3d6. The chart
does have a cascade effect so more than one system can blow.)
-
3 Life Support: You’re Screwed.
-
4 Energy Source: End or End Reserve is destroyed
-
5 Major Overload: take 2d6 RKA (NND)
-
6 ExoSkeleton hit: One stat enhancement Destroyed
-
7 Motive System: Major Movement Destroyed
-
8 Weapon hit: Minor Weapon destroyed
-
9 Defense hit: Minor Defense Destroyed
-
10 Defense hit: Minor Special Defense Destroyed
-
11 Sensor hit: Pick one to be destroyed based on SFX
-
12 Sensor hit: Pick one to be destroyed based on SFX
-
13 Motive System: Minor Movement Destroyed
-
14 Weapon hit: Major weapon Destroyed
-
15 Defense hit: Major Special Defense Destroyed
-
16 Defense hit: Major Defense Destroyed
-
17 Minor Overload: Take 6d6 Stun Straight (NND)
-
18 Casade! Effect 17 and Roll again. if you get this
again effect 16 and roll again, if you get this again, effect 15 and
roll again etc (Man, are you unlucky).
- Unlike a Focus, the
Battlesuit
cannot be removed from a character in a single turn. Removing a
Battlesuit is more likely to take hours.
- All primary characteristics purchased
through the Battlesuit limitation must also take the –½
limitation Does Not Affect Figured Characteristics.
- Powers purchased through the
Battlesuit
limitation may not also take the Focus, Only In Hero Identity,
or Cybernetics limitations.
- Multiforms, Elemental Controls, and
Variable Point Power Pools count as a single power for the purposes of
Systems Failure.
- There are certain powers that should not
be taken with this limitation, since they are not "systems" that can
be damaged or manipulated in combat, but are rather inherent
properties of the Battlesuit. (The best example of this would
be Armor.) Where the Battlesuit limitation is not appropriate,
the power should be purchased with the Only In Hero Identity
limitation.
- Components Are
Extremely Difficult To Repair or Replace (-¼): This limitation
indicates that the character will have to go to extraordinary lengths
to repair or replace the component in question. It is built from rare
technology, requires a lot of time and money, or otherwise will leave
the character without the item for a while. The special effects and
concept of the battlesuit will determine the actual effects of the
device being missing.
- Components Are
Impossible To Repair or Replace (-½): An item with this
limitation is the only one of its kind available to the character. If
it is lost, it cannot be replaced at all. The points spent on the
device will have to be spent on something else. This limitation should
only be used with the more exotic powers.
Cannot Attack If The
Character Has Moved In The Same Phase (-¼): An attack power
purchased with this limitation requires a stable platform to operate
correctly. The player should determine the reason as part of the power’s
special effects.
Cybernetics (-1/4):
- This limitation represents a system of
technological implants and replacements for biological organs within
the body of the character. Instead of putting the man into the
machine, as with the Battlesuit limitation, Cybernetics
means putting the machine into the man. The powers and abilities
purchased with this limitation have the same system failure chances as
with Battlesuit.
- Cybernetic implants are inobvious and
subcutaneous unless the player decides that the character’s implants
can be easily seen.
- All primary characteristics purchased
through this limitation must also take the – ½ limitation Does Not
Affect Figured Characteristics.
- Cybernetics
cannot be taken on the same power as
Battlesuit, Only In Hero Identity, or Focus.
- Multipowers, Elemental Controls, and
Variable Point Power Pools count as single powers for the purposes of
System Failure.
- All powers purchased through the
Cybernetics limitation should also take one of the following:
- Components Are
Extremely Difficult To Repair or Replace (-¼): This
limitation indicates that the character must undergo a complicated
and possibly risky surgical procedure in order to repair or replace
his damaged cybernetic systems.
- Components Are
Impossible To Repair or Replace (-½): This limitation
indicates cybernetic components that are so difficult to get to that
the character would be killed in the attempt to repair or replace
them. The damaged power is permanently gone, and the points spent on
it must be used for something else.
- Physical Limit: Permanently Altered By
Intrusive Cybernetics (5 Points): A character with this Physical
Limitation has had major and vital parts of his own body replaced to
the point that if the implants were removed the character would most
certainly die. A character with this Physical Limit is on his way to
true Borgdom, and is often seen as being more machine than man.
Does No Body (-½): An attack power
purchased with this limitation causes no Body damage. However, it can
still potentially cause Knockback. The Knockback in question is
calculated from the amount of Body damage the attack would have done. If
the attack power normally does not cause Body damage, it may not take
this limitation.
Focus:
- There is a middle ground between having a
Focus be either totally personal or totally universal. For
example, a suit of kevlar armor might work for anyone who was roughly
the same size and weight as the person the suit was designed for, but
not for other people.
- Any primary characteristics purchased
through a Focus must take the –½ limitation Does Not Affect
Figured Characteristics.
- There is no such thing as an unbreakable
focus. Keep hitting it hard enough and it will break.
- Focus
cannot be taken on the same powers as the Battlesuit, Cybernetics,
or Only In Hero Identity limitations.
- Multipowers, Elemental Controls, and
Variable Point Power Pools count as single powers for the purposes of
focus destruction.
Inaccurate (-¼ or -½):
Powers with this limitation are difficult to target
properly. At -¼, the character halves his OCV with the attack, and
the base range increment for caluculating Range Modifiers drops to 3".
At -½, the character has a 0 OCV with the attack, and the base range
increment for calculating Range Modifiers drops to 2".
Increased Endurance Cost:
In addition to the values listed in the Green Man Book, 1½ x Endurance
may be taken as a –¼ limitation.
Linked:
- Enhanced Senses may not be linked to other
Enhanced Senses, and Life Support may not be linked to other Life
Support.
- Linkable (+½):
This advantage allows a power to be linked with any other power of the
player’s choice until such time as the player unlinks the powers. The
power to be linked must have a higher active cost than the power with
the linkable advantage. Until such time as the powers are unlinked,
they must be used together.
- Proportionate (-¼):
A power with this limitation can only be used in tandem with another
power; in addition, the power can only be used in the same proportion
as the power it is linked to. Both the power with this limitation and
the power it is linked to must be gradated powers; this limitation
cannot be taken with all-or-nothing powers such as invisibility or
desolidification. The power must already be purchased as Linked.
Lockout (-½):
This limitation signifies that while a character uses a spell or
spell-like ability, he cannot use any other spells or spell-like
abilities. He also cannot maintain spells or spell-like abilities
activated prior to casting the new spell.
Must Be Aware Of The
Incoming Attack (-¼ or –½): This limitation represents a defense
which works only when the character can see the attack coming and can
thus do something about it. Usually, this limitation represents
willpower-based defenses, but can also represent superior dodging
ability, the knack for finding quick cover, and so on. If the character
has to only be aware of the attack, it is worth –1/4; the character
doesn’t need to take action to defend himself if he knows the attack is
coming. If the character has to be able to actively defend himself, the
limitation is worth –1/2; the defense power only works if he can make an
action in order to defend himself.
Not vs. Area-Effect
Attacks (-½): Defense Powers purchased with this limitation only
protect against attacks that are specifically targeted at the character.
Only In Hero Identity:
- Only in Hero Identity may only be used to represent those
parts of a battlesuit that do not qualify as active suit systems, and
thus do not qualify for the Battlesuit limitation. Characters who
have a "powered form" and a "non-powered form" should use Multiform to
simulate this.
- Only in Hero
Identity cannot be taken on the same power as the
Battlesuit,
Cybernetics, or Focus limitations.
Physical Manifestation (-¼):
This limitation signifies a power that, while
not built with a Focus, has some physical embodiment that other
characters could attack. Examples include Flight built as riding
on a column of force or Running built as skating along an ice slide.
When a player applies this limitation to a power, he must define the
exact nature of the physical manifestation. This limitation may
require the application of other limitations to the power, as necessary.
The manifestation is considered a Breakable Focus for the purposes of
Body and DEF.
Psionic (-½): This
limitation represents a power that can only work against a sentient
mind. Against animals and non-living objects, the power is ineffective.
By definition, a power purchased with this limitation is a Mental Power.
Range Based on Strength:
This limitation is worth -½.
Reduced by Range:
This limitation may be purchased multiple times with the effects of the
limitation (and the value) accumulating.
Requires Accurate
Targeting (-½ or –1): An attack power purchased with this
limitation is difficult to use accurately, and causes the character to
suffer an OCV penalty when used. If the penalty suffered is –3, the
limitation is worth –½. If the penalty suffered is –6, the limitation is
worth –1.
Requires a Skill Roll:
If it fits the concept of the power, the required skill roll may be an
attack roll.
Side Effects: This
limitation may be taken on a power even if it doesn’t require an
activation or skill roll. In such a case, the player must define a
reasonably possible condition under which the side effect would occur.
If no other definition is given, the GM should assume that the condition
is Whenever the Power is Used.
Stops Only ½ Of Any Body
Damage (-¼): Defense Powers taken with this limitation are not as
good at stopping the Body damage of an attack as they are against the
Stun damage.
Stops Only ½ Of Any Stun
Damage (-¼): Defense Powers taken with this limitation are not as
good at stopping the Stun damage of an attack as they are against the
Body damage.
Variable Limitation:
Players are forbidden from making the limitation a situation such that
the situation can never apply to the character. For example, you cannot
make the limitation Does Not Work On Tuesday when it just so
happens that today is Thursday.