The purpose of this document is to go over the rules (as opposed to background) governing the campaign. I have used the following conventions throughout this document:
Color Coding:
Abbreviations:
Rules:
The following Optional Rules will be in effect for this campaign:
Critical Success and Failure
On any Attack/Characteristic/Skill/etc. roll, if the dice come up triples, the roll is a Critical. If the total rolled would normally succeed, then it is a Critical Success. Otherwise, it is a Critical Failure. On a Skill Roll or Characteristics Roll, the GM will devise an appropriate benefit/penalty according to the situation. In the case of a successful Critical Attack, 3 Damage Classes are added to the Damage of the attack (typically 3 dice for a normal damage attack or 1 die for a killing attack). This damage ignores the damage doubling limit that normally applies to weapons. Attacks that Critically Fail are subject to GM whim and whimsy, but the guidelines on FH 159 give an idea of what may be possible.
For example: Clint’s character has a Climb skill of 11-. His character attempts to scale a wall and rolls 3-3-3 for a total 9. This is a Critical Success and he makes it up the wall in record time. Later, his character climbs back down the wall and rolls 5-5-5 for a total of 15. This is a Critical Failure (hope he bought Breakfall).
Taking the Average
On any Effects roll, the average may be taken before the Effect dice are rolled. In this situation, it is assumed that all of the effect dice will roll a 3 and the appropriate results applied. Yes, this is technically less than average, but that’s what you get for wimping out.
Skills
Non-Familiar
Skills: If a non-familiar skill roll is even possible (sorry,
but if you haven't studied Astrophysics you really shouldn't get a
roll) an appropriate characteristic roll will be called for with a
minimum penalty of 6.
Familiarities: A 1 point Familiarity in a skill
grants a skill roll of
(Characteristic Roll - 3) or 8-,
whichever is better.
Background/General
Skills: A 2 point general skill has a skill roll of
(Characteristic Roll - 1) or 11-,
whichever is better.
All
other skills: All other skills are treated as normal.
Stabilizing Bleeding Characters
When characters have been reduced below 0 Body, a Paramedics Roll may be made to stabilize them. Rather than the normal penalty of -1 per negative 2 Body (which penalizes high-Body characters), the penalty will be based on the following:
| Target Is | Penalty |
| -25% total Body or Less | -1 |
| -50% total Body or Less | -2 |
| -75% total Body or Less | -3 |
| -100% total Body | -4 |
| Slightly 'Unsual Pysiology'* | -1 |
| Greatly 'Unusual Pysiology'* | -2 |
| Fully 'Unusual Pysiology'* | -3 |
* Based on the value of the Physical Limitation chosen
Example: Jonna has a 12 Body. The Paramedics roll penalty for her is -1 at negative 3 Body, -2 at neg. 6, -3 at neg. 9 and -4 at neg. 12. Felyx has a 15 Body. The penalties for him are -1 at neg. 4, -2 at neg. 8, -3 at neg. 11 and -4 at neg. 15.
Segment Order
For the purposes of determining who goes first in a given Segment, the order will be based upon Initiative (DEX + Lightning Reflexes), then SPD and finally INT. If two characters are still tied at that point, they will roll-off to determine who goes first.
Example: Joe (DEX
14/SPD 3/INT 18) will act before Mike (DEX 14/SPD 3/INT 10)
when they act in the same phase.
Example
2: Kendrick and his brother, Merrick, both have DEX 16/SPD 3/INT 15.
Therefore they will have to roll off to determine which of them acts
first.
In addition to the Hurry and Snap Shot maneuvers, there is another way of improving your Initiative for a single Phase. Combat Skill Levels may be used to gain points of Initiative at a cost of 2 CSL per +1 Initiative. Skill Levels used in this fashion may only be used to improve the Initiative of actions to which they would normally apply. Skill Levels to be used for this purpose must be announced on or before the beginning of the Segment in which the action will take place. However, the Skill Level allocation does not take place until the character's new Initiative value is reached.
‘Mere Mortal’ Disadvantage
While this is an NPC-only Disadvantage, it is listed in this document as it will have an impact on how Players approach combat. Anyone with the 'Mere Mortal' disadvantage will take double BODY from any attack that penetrates their defenses. In addition, they never roll for Hit Locations in combat. Instead, all attacks they make will always hit the Chest. Finally, whenever a 'Mere Mortal' is attacked, the player has a choice, roll Hit Locations as normal, or automatically hit the chest. The ‘Mere Mortal’ Disadvantage defined as follows:
Physical Limitation: Character takes x2 BODY from any Attack damage that penetrates defense and cannot hit any location other than Chest; Frequently (10); Fully (10).
Example: Joe (a thug) is hit for 5 BODY and 15 STUN. He’s wearing a light vest (3 DEF) and has a 3 PD of his own. As a result he’ll take (5-3) x2 = 4 BODY and (15-6) = 9 STUN. If he hadn’t been wearing the armor he would have taken (5-0) x2 = 10 BODY and (15-0) = 15 STUN.
This simulates how weak normal folks are in comparison to the PCs. Important combatants (all PCs and some NPCs) will not have this Disadvantage. Watch out for your DNPCs, and Contacts.
Luck
Roll your Luck Dice at the beginning of each Episode and add the total to your Luck Pool. Luck Points can be saved between Episodes. The maximum number of points that may be in the Luck Pool is the maximum that could be rolled on the character’s Luck Dice (eg. for 3d6, the maximum is 18 points). Each character receives 1d6 Luck as an every-hero ability.
Ground Rules:
Uses For Luck Points:
Re-Rolls & Outcome Changes:
Lucky Dodge:
1pt per +1 to your DCV vs. one specific attacker. If you are performing a Defensive Action then the DCV bonus applies to all attackers.
Catch a Second Wind (may be done while unconscious):
Escape Certain Death:
Hero System 5th Edition, Dark Champions and Vibora Bay are copyright Hero Games
Revised on April 14, 2009 by Deric Page.