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Rules FAQ - Hero Games Company

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TH<br />

HERO SYSTEM 6 EDITION<br />

RULES FREQUENTLY ASKED QUESTIONS<br />

Last updated 09/09/2010


CHARACTERISTICS<br />

Page 40 — General <strong>Rules</strong><br />

Q: What’s the perceivability of Characteristics?<br />

A: Characteristics aren’t “Obvious” in the same way that a Blast is, but for purposes of buying<br />

Power Modifiers such as Invisible Power Effects and Perceivable, they are considered Obvious.<br />

Q: Do all Advantages on Characteristics have to be naked Advantages?<br />

A: This is a situation where I think it’s safe to rely on gamers’ general common sense. (Famous<br />

last words. ;) ) Nearly all Advantages on Characteristics are naked Advantages, but the GM can<br />

make exceptions if desired (though in most cases it’s a meaningless distinction). Obviously the<br />

Resistant Advantage is always in effect in nearly all cases, so thinking of it as a naked Advantage<br />

in the usual way doesn’t really make much sense.<br />

Q: If a campaign uses Characteristic Maxima rules for STR or movement, is the END cost for<br />

those abilities based on what the character would pay without the doubling, or on the full “Active<br />

Points” he paid including those that are doubled by surpassing the Maximum?<br />

A: The default rule is that you calculate the END cost as if the character had paid the normal<br />

cost for the ability — it’s not really very fair to charge extra END just because of a campaign<br />

defining/balancing rule that increases the cost (though there are exceptions — powers that pay<br />

extra for Autofire also pay extra END, typically). But the GM can certainly decide to do<br />

otherwise if he prefers. ;)<br />

Page 45 — Speed<br />

Q: Can a character voluntarily reduce his SPD for only one thing (such as paying END for an<br />

Uncontrolled power)?<br />

A: A character cannot voluntarily reduce his SPD for just one thing (in your example, for<br />

Uncontrolled, so he only has to pay END twice per Turn) — if he reduces his SPD that reduction<br />

applies across the board. In the case of Uncontrolled specifically, reducing SPD to reduce the<br />

number of times END has to be paid “locks in” the SPD reduction; until the power runs out of<br />

END the character must stay at SPD 2 (or whatever he lowered his SPD to).


SKILLS<br />

Page 55 — Skill Rolls<br />

Q: Is it legal to have a Skill (be it the Power Skill, or any other) based on a Characteristic other<br />

than STR, DEX, CON, INT, EGO, or PRE?<br />

A: The GM can certainly permit anything he wants. However, generally speaking, I think it’s<br />

doubtful that a Skill Roll based on anything other than the Characteristics that have<br />

Characteristic Rolls — STR, DEX, CON, INT, EGO, and PRE — would be legitimate (if for no<br />

other reason than it seriously affects how the Skill Roll’s calculated). I certainly would never put<br />

a Skill Roll based on any other Characteristic on an ability in a published book (or if I felt that<br />

was appropriate, I would be sure to explain exactly what I was doing and why).<br />

Page 66 — Breakfall<br />

Q: If a Move Through attempt misses, and the attacker is about to slam into a wall, can he use<br />

Breakfall to reduce the impact damage?<br />

A: No.<br />

Page 84 — Penalty Skill Levels<br />

Q: Do Encumbrance PSLs offset the movement penalty imposed by Encumbrance?<br />

A: No. You can buy such an ability as +Running (or whatever) with the Limitation Only To<br />

Offset The Encumbrance Penalty (-2).<br />

Q: Can a character use Penalty Skill levels to counter the cumlative -2 OCV penalty for<br />

performing multiple Blocks, or does that require Combat Skill Levels?<br />

A: The cumlative -2 OCV penalty for performing multiple Blocks cannot be reduced or<br />

eliminated with Penalty Skill Levels; doing that requires Combat Skill Levels.<br />

Page 92 — Two-Weapon Fighting<br />

Q: If a character doesn’t have Two-Weapon Fighting, is there any rule stopping him from<br />

making an attack with the “Combined Attack” rule under Multiple Attack with two different<br />

weapons? How would having TWF help with this?<br />

A: Combined Attack specifically says it’s for powers or similar abilities, and not for<br />

Combat/Martial Maneuvers — and using a weapon is typically a Strike Combat Maneuver, or


some Martial Maneuver. So a character making two weapon-based attacks is using Multiple<br />

Attack in its standard form, and thus derives some benefit from negating OCV penalties.<br />

Q: When a character uses Two-Weapon Fighting with HTH weapons, do you have to add the<br />

STR Minimums of both weapons together to determine if he suffers any penalties?<br />

A: No, you don’t have to add the STR Minima together or anything like that. The STR<br />

Minimum for each weapon applies to that weapon. As stated on 6E2 77, “Unless noted<br />

otherwise, the standard rules for Adding Damage (6E2 99-102) apply to Multiple Attack. Any<br />

method used to add damage applies equally and in full to all attacks in the Multiple Attack that it<br />

can affect; it doesn’t have to be “divided” among the various attacks.”


PERKS


TALENTS<br />

Page 110 — Combat Luck<br />

Q: Does Combat Luck still apply to a character who’s been Grabbed?<br />

A: As a default, yes, Combat Luck still applies to a character who’s Grabbed... but as always the<br />

final call’s up to the GM.<br />

Page 113 — Deadly Blow<br />

Q: Is Deadly Blow subject to any rules that restrict increasing damage to just doubling the base<br />

damage of the attack?<br />

A: That question doesn’t really apply any more, given the changes to the Adding Damage rules.<br />

If the GM wants to invoke a doubling damage cap as a house rule, or if he’s using STR<br />

Minimum/Real Weapon which typically impose that as a requirement regardless, then Deadly<br />

Blow is subject to that restriction given the way it’s built.<br />

Page 116 — Weaponmaster<br />

Q: Is Weaponmaster subject to any rules that restrict increasing damage to just doubling the base<br />

damage of the attack?<br />

A: That question doesn’t really apply any more, given the changes to the Adding Damage rules.<br />

If the GM wants to invoke a doubling damage cap as a house rule, or if he’s using STR<br />

Minimum/Real Weapon which typically impose that as a requirement regardless, then<br />

Weaponmaster is subject to that restriction given the way it’s built.


POWERS<br />

Page 118 — General <strong>Rules</strong><br />

Q: If a character has a Power like Flash, Drain, or Dispel with the Advantage Does Knockback,<br />

and the target lacks the Sense or ability the Power affects, does the target still take Knockback?<br />

A: No. As noted on APG 54, an Adjustment Power with a secondary effect (such as Does<br />

Knockback, which is specifically cited) doesn’t have that secondary effect if the target doesn’t<br />

have the Characteristic/Power/whatever that the Adjustment Power affects. For example, a Drain<br />

Blast, Does Knockback, if used against a target with no Blast attack, has no effect at all — it<br />

doesn’t cause Knockback.<br />

Generally speaking, this reasoning extends to other powers, including Dispel (which is<br />

similar to Adjustment Powers in many ways), Flash, and the like. If the target cannot be affected<br />

by the power because he lacks what it targets (e.g., a blind person hit with a Sight Group Flash; a<br />

person without Flight hit with Dispel Flight), then the secondary effect (such as Does<br />

Knockback) also cannot apply. Note, however, that having a lot of defense against an attack (e.g.,<br />

enough Sight Group Flash Defense to totally block a Flash) or being temporarily immune to a<br />

power (e.g., a character being protected from Sight Group Flashes because he was just affected<br />

by one and is now temporarily blind) does not qualify as “cannot be affected” — as used above,<br />

that term generally means it’s impossible for the character ever to be affected, not just<br />

temporarily impossible.<br />

As always, the GM should apply these rules with an eye toward common sense, dramatic<br />

sense, special effects, and game balance.<br />

Q: If a character Pushes a Constant power (or a power with the Advantage Costs END To<br />

Maintain), does he have to pay the Pushed END cost each Phase as well as the standard cost, or<br />

only when he activates the power?<br />

A: If a character wants to Push a Constant power, he must pay the extra END cost for Pushing<br />

every Phase that he wants the Push effect to enhance the Constant power in addition to the<br />

power’s standard END cost to maintain. If the Constant power only costs END to maintain, a<br />

character who wants to maintain a Pushed effect must pay the END cost for Pushing every Phase.<br />

Page 124 — Sensing Powers And Special Effects<br />

Q: What’s the perceivability of a Skill used as a Power?<br />

A: A Skill bought as a Power is considered Obvious in the same sense that Body-Affecting<br />

Powers and Size Powers are (i.e., they don’t typically produce a visible glow or anything like<br />

that, but their effect on the user, target, and so on is Obvious). Of course, if common sense<br />

dictates otherwise for a particular Skill (e.g., Stealth as a Power would be useless if it were<br />

Obvious), the GM can easily make a ruling.


Q: If a Power is Obvious when in use (like Body-Affecting Powers are), what’s the<br />

perceivability of granting that Power to someone via Usable On Others?<br />

A: The granting of such powers to another person via Usable On Others is Obvious.<br />

Page 135 — Adjustment Powers<br />

Q: 6E1 137 discusses how to apply and track multiple Adjustment Powers against a single<br />

target. How does making, say, a Drain Constant or Autofire affect this? Could a character have<br />

the ability to Heal multiple Adjustment Power effects at once?<br />

A: Each time a Constant Drain damages a target, that counts as a “separate” Drain effect, though<br />

that’s really only relevant if the GM’s using the optional method.<br />

Each hit from an Autofire Drain counts as a “separate” Drain effect, but since they’re all<br />

hitting in the same Phase again this is largely irrelevant; they’ll all recover at the same time<br />

anyway.<br />

If a character can somehow Heal multiple Drains at once, then that’s what he does —<br />

Heal X separate Drains, whether those Drains come from distinct attacks, one Constant attack, or<br />

what have you.<br />

Q: Regarding Adjustment Powers and Power Frameworks, suppose a character has a<br />

Multipower with a 60-point reserve and four Fixed slots with 60 Active Points each. Suppose an<br />

enemy Drains all four slots to 30 Active Points. Can the character now use two slots at once, or<br />

are they still considered to have “60 Active Points” for purposes of reserve allocation?<br />

A: Negatively Adjusting a slot in a Power Framework doesn’t change a slot’s Active Point cost<br />

for purposes of determining how much of the reserve/Pool it uses up. So, to answer your question<br />

specifically, no, the character can’t use two slots at once; each is still considered to have 60<br />

Active Points for purposes of determining how much reserve it “occupies.”<br />

Q: On APG 54 it notes that if an Adjustment Power has a secondary effect (such as the Does<br />

Knockback Advantage), then the secondary effect doesn't apply if the target doesn't have the<br />

Characteristic or Power that the Adjustment Power was built to affect. How would this work in<br />

the case of an Adjustment Power that affects more than one ability simultaneously, and the target<br />

has some of those abilities and not others?<br />

A: As long as the target has at least one game element that the Adjustment Power can affect,<br />

secondary effects (such as Does Knockback) apply, even if the Adjustment Power has only<br />

partial effect against that game element.<br />

Q: If a power is bought with varying types of increments (as with Barrier, Change Environment,


and Tunneling, all of which can have different “sections” or “aspects” that characters can buy<br />

with Character Points), and a character hasn’t bought up one of those increments, can that<br />

increment be affected with Adjustment Powers? For example, if a character hasn’t increased the<br />

thickness of his Barrier (leaving it at the default ½ meter), can an Adjustment Power make that<br />

Barrier thicker?<br />

A: Yes, provided the GM feels that can be done in a game-balanced fashion and is reasonable in<br />

light of the special effects involved, but of course any maximums or minimums imposed by the<br />

power can’t be exceeded. For example, since the minimum thickness of a Barrier is 1/2 meter, a<br />

character can’t use Drain to make the Barrier thinner.<br />

Q: Can a character apply an Adjustment Power to an already erected Barrier or Entangle?<br />

A: In general, no — these are Instant Powers, so a character can’t Adjust them any more than he<br />

could somehow use an Adjustment Power to make a Blast weaker after it’s already injured<br />

someone. However, in the case of Instant Powers that cost END to maintain, which in some<br />

respects thus function like “Constant Powers,” the GM might permit this. For example, in a<br />

Fantasy <strong>Hero</strong> campaign, the GM might allow a Dispel Magic spell (Drain Magic 6d6) to affect a<br />

Wall Of Stone spell built using Barrier, provided the creator of the Wall has to pay END to keep<br />

it in existence.<br />

Q: How do Adjustment Powers affect a Linked power?<br />

A: Adjustment Powers affect a power built with Linked as if it’s two powers. The character<br />

using the Adjustment Power has to target one of the powers — typically the greater power,<br />

though it may depend on special effects, the attacker’s knowledge of the target’s powers, and<br />

other factors.<br />

For example, let’s suppose a character has a Lightning Bolt Spell (RKA 2d6 + Linked<br />

Flash 4d6). A character with Drain Magic 3d6, Variable Effect (any one Magic power at a time;<br />

+1/2), has to choose whether to Drain the RKA or the Flash — he can’t affect both at once. (A<br />

GM who wants to deal with the additional complication could split the Drain effect between the<br />

two powers if he wanted to, but that’s not the default rule.) If his power could affect “any two<br />

Magic powers at once” (Expanded Effect + Variable Effect; +1), then he could Drain both<br />

powers at the same time.<br />

The standard rules on the proportionality of Linked powers (6E1 385) still apply.<br />

Draining a greater power doesn’t affect a character’s ability to use the lesser power at all, and for<br />

purposes of determining proportionality you determine a power’s “full strength” based on its<br />

current (Adjusted) cost. Continuing the above example, suppose the RKA 2d6 were Drained 10<br />

points, making it an RKA 1d6+1. If the character uses the RKA at its current full strength<br />

(1d6+1), he can still use the full Flash 4d6 even though the RKA is normally an RKA 2d6; if he<br />

only uses the RKA at half strength, he can only use Flash 2d6.


Page 146 — Defense Powers<br />

Q: To clarify, in the case of layered defenses (as discussed on APG 61), when should Damage<br />

Negation be applied?<br />

A: Typically Damage Negation should be applied first as discussed in 6E1, though there are still<br />

issues in Steps 1 and 2 on APG 61 that the GM may want to take into account. Special effects<br />

and all that, dontcha know. ;)<br />

Q: Could a character buy 1 point of PD or ED with Resistant (+½), or 1 point of Resistant<br />

Protection defense? If so, what’s the cost?<br />

A: There’s no provision for that in the standard HERO System rules, but a GM could allow it if<br />

he wants. In that case, the cost is 2 Character Points, since otherwise the character would get<br />

something for free by exploiting the rounding rules.<br />

Q: Can a character purchase the Allocatable Advantage for defenses other than Resistant<br />

Protection and Barrier, such as Mental Defense or even his natural PD and ED?<br />

A: No. As indicated by its placement in the rulebook, Allocatable is intended for Resistant<br />

Protection and Barrier. If the GM wants to allow it for other defenses, that’s up to him, but<br />

officially you’ll never see that done or suggested in a HERO System book.<br />

Q: If a character has some defenses that are Impenetrable and some that are not (as discussed on<br />

6E1 147), how do you determine whether Impenetrable “cancels out” Penetrating (and thus that<br />

the damage applies to the character normally), or the Penetrating attack has its standard<br />

(Advantaged) effect?<br />

A: If a character who has some Impenetrable defenses and some defenses that are not<br />

Impenetrable is hit with a Penetrating attack, compare the average BODY for the Penetrating<br />

attack to the Impenetrable defenses. (In the case of Drains and the like, count the “Normal<br />

Damage BODY” for these purposes, unless it’s a Drain BODY, in which case determine the<br />

average in the standard mathematical way.) If the average BODY exceeds the Impenetrable<br />

defenses, the Impenetrable is “overcome” and the Penetrating attack has its standard<br />

(Advantaged) effect. If the average BODY is less than or equal to the Impenetrable defenses, the<br />

Impenetrable “negates” the Penetrating and the attack applies to the target’s defenses in its<br />

standard (non-Advantaged) way.<br />

Example: Protector has 20 PD (non-Advantaged). He also has Resistant Protection (10<br />

PD/10 ED), Impenetrable. He’s hit with an RKA 2½d6, Penetrating bullet. The average<br />

BODY for that RKA would be 8.75 (2.5d6 x 3.5). That’s less than 10 PD, so Impenetrable<br />

applies and the Penetrating effect is negated.<br />

Later, Protector’s slashed with a magic sword (HKA 4d6, Penetrating). The average BODY on<br />

this attack is 14. That’s more than 10 PD, so the Impenetrable doesn’t apply; the attack has its


usual Penetrating effect.<br />

Q: Does the minimum damage incurred because an attack is Penetrating count as “exceeding” an<br />

Ablative defense for lowering the Required Roll?<br />

A: Yes.<br />

Page 148 — Mental Powers<br />

Q: If the target of a Cumulative Mental Power has Mental Defense, does the Mental Defense<br />

reduce the maximum result the attacker can achieve?<br />

A: No. The defense against a Cumulative attack doesn’t reduce the maximum possible<br />

accumulated total, it simply makes it take longer to achieve that total by reducing each Effect<br />

Roll, as described in the rulebook.<br />

Page 155 — Movement Powers<br />

Q: If a character buys Running with Usable As Flight (+¼), can he just stand still in mid-air and<br />

take a Recovery?<br />

A: No, because as stated on 6E1 227, a character has to pay a minimum of 1 END to hover.<br />

Q: Since the Position Shift Adder for Movement Powers doesn’t require that a character actually<br />

move any distance (as specified on 6E1 157), does it still function if the Movement Power it’s<br />

bought for has been reduced to 0m in some way?<br />

A: No.<br />

Page 165 — Absorption<br />

Q: Does Autofire have any effect when applied to Absorption?<br />

A: No — since dice aren’t involved, Autofire is meaningless for Absorption. If you want to<br />

simulate the effect, just buy more Absorption.<br />

Q: If a character uses the Defensive Absorption option, and has already Absorbed up to his<br />

maximum, does the defense still work?


A: No — if the character can’t Absorb (for whatever reason, including having reached his<br />

maximum), Defensive Absorption doesn’t provide any defense against attacks.<br />

Q: Suppose a character has Absorption 10 BODY (to STUN), Only Restores To Starting Values.<br />

He’s down 5 STUN. He’s hit with an attack from which he Absorbs 10 STUN. What happens?<br />

A: His STUN increases by 5; the remaining points of Absorption are “lost” because they can’t<br />

increase STUN beyond its starting total. The character cannot Absorb any further this Segment.<br />

Page 167 — Aid (and Boost)<br />

Q: Since Boost is in effect a “Constant” power, does it continue to apply to the target, again and<br />

again, until its maximum effect is reached?<br />

A: No.<br />

Q: Since Boost is in effect a “Constant” power, if it can affect both the reserve and all slots of a<br />

Multipower, can it maintain that effect even if the character switches slots in the Multipower<br />

regardless of the standard rules for Multipowers and Adjustment Powers?<br />

A: No.<br />

Page 169 — Barrier<br />

Q: Can a character who creates a Barrier make it disappear at will?<br />

A: If a Barrier costs END to maintain, it will vanish if the character stops paying END for<br />

whatever reason. Other than that, a Barrier is a physical object — a character can’t simply<br />

“dismiss” it or define it as “I can make it go away whenever I want.” It has to be destroyed,<br />

eroded by the passage of time, or what have you. Special effects may play a part — a Wall Of Ice<br />

would melt in the hot summer sun, whereas a Wall Of Iron wouldn’t — but that’s a matter best<br />

left to the GM, common sense, and dramatic sense. If a character wants to be able to dismiss a<br />

Barrier at will, he needs to apply the Dismissable Adder from APG 81.<br />

Q: Can Barrier have the Costs Endurance (to maintain) Limitation?<br />

A: Barrier can cost END to maintain; if the character stops paying END, the Barrier collapses in<br />

total at the end of that Segment. Paying an END maintenance cost does not in any way cause the<br />

Barrier to “heal” itself or the like.


Q: What type of Action is required to use Barrier?<br />

A: Activating Barrier requires an Attack Action, since an Attack Roll may be required (it still<br />

requires an Attack Action even if no roll’s required because the Barrier’s not created at Range).<br />

This includes “patching” the damage to repair an existing Barrier, or englobing someone.<br />

However, a character can Abort to create a Barrier as a purely defensive Action, unless the GM<br />

rules otherwise.<br />

Q: Can a character Link Telekinesis to a mobile Barrier to give the Barrier “force” to move<br />

things?<br />

A: Yes.<br />

Q: Just to clarify, if a Barrier has the Counteracts Indirect Advantage, does that prevent Indirect<br />

attacks from either side from passing through it, or just attacks from one side?<br />

A: If a Barrier has the Counteracts Indirect Advantage, Indirect attacks made from either side of<br />

the Barrier cannot pass through it.<br />

Q: Can a character apply an Adjustment Power to an already erected Barrier or Entangle?<br />

A: In general, no — these are Instant Powers, so a character can’t Adjust them any more than he<br />

could somehow use an Adjustment Power to make a Blast weaker after it’s already injured<br />

someone. However, in the case of Instant Powers that cost END to maintain, which in some<br />

respects thus function like “Constant Powers,” the GM might permit this. For example, in a<br />

Fantasy <strong>Hero</strong> campaign, the GM might allow a Dispel Magic spell (Drain Magic 6d6) to affect a<br />

Wall Of Stone spell built using Barrier, provided the creator of the Wall has to pay END to keep<br />

it in existence.<br />

Q: Can a Barrier be used to englobe a flying character, since Barriers have to be anchored?<br />

A: Per 6E1 171, “globes” created with Barrier aren’t anchored the way ordinary Barrier globes<br />

are. Therefore, barring a Limitation that would prevent it, or a GM ruling to the same effect, they<br />

can be used against flying characters.<br />

Page 174 — Change Environment<br />

Q: APG 82 has rules for using Change Environment to add Limitations to a power. Is that to a<br />

single power, or all of the target’s powers? If the former, is there a way to expand the effect?


A: It’s only on a single power. By default it can only be a single power, but if the GM wanted to<br />

adapt the Expanded Effect and/or Variable Effect Advantages from Adjustment Powers for CE,<br />

that’s certainly within his power.<br />

Q: If a character has a Change Environment power with the Long-Lasting Adder in a Power<br />

Framework, does the power continue to function if he switches the Framework to another slot?<br />

A: That’s up to the GM. For the sort of typical non-combat effects that Long-Lasting is most<br />

appropriate for — things like cleaning up a room instantly, making flowers bloom, mild<br />

alterations of the weather, and so on — there’s probably no reason for the GM not to let the<br />

effect continue after the Change Environment slot is deactivated. For Change Environment<br />

powers intended to be combat-effective, generally characters should use Uncontrolled,<br />

Continuing Charges, or some other standard method of making them last once the slot is<br />

changed; Long-Lasting shouldn’t have that effect.<br />

Page 178 — Characteristics<br />

Q: What’s the perceivability of Characteristics?<br />

A: Characteristics aren’t “Obvious” in the same way that a Blast is, but for purposes of buying<br />

Power Modifiers such as Invisible Power Effects and Perceivable, they are considered Obvious.<br />

Page 179 — Clairsentience<br />

Q: Do Sense Modifiers purchased specifically for Clairsentience cost END, as Clairsentience<br />

itself does?<br />

Since Sense Modifiers are technically “Special Powers,” do the Sense Modifiers have to<br />

be purchased outside of any Power Framework the Clairsentience itself is purchased in?<br />

A: First question: yes. The END cost of Clairsentience is based on its total Active Points, just<br />

like usual, which of course includes any Sense Modifiers.<br />

Second question: no. It’s all one Clairsentience power, and thus a Standard<br />

Power/Sensory Power, not some bizarre Frankensteinian hybrid of Power categories. ;)<br />

Page 182 — Clinging<br />

Q: If a character uses Clinging, does the surface he Clings to have to be able to support his<br />

weight?<br />

A: While I’m all in favor of chucking “realism” out the window when it interferes with dramatic<br />

sense and fun, we need to apply a little common sense from time to time to maintain the


verisimilitude of even the most fantastical genres. That being the case, clearly a surface has to be<br />

able to support a character’s weight before he can Cling to it, or else he’ll simply fall through,<br />

tear part of it off, or what have you. A character who wants to be able to Cling to even the<br />

lightest, most fragile surfaces should buy some Flight that’s Linked to his Clinging to represent<br />

how he keeps his weight from affecting the surface.<br />

Q: Does Clinging automatically activate in appropriate situations?<br />

A: Clinging is a Power, and is thus subject to the rules on activating Powers. It would certainly<br />

be possible for a character to activate his Clinging before Grabbing someone, but unless the<br />

GM’s feeling generous a character can’t activate Clinging (or any other Power) after ending his<br />

Phase with an attack (such as a Grab), absent some other rule to the contrary (such as using<br />

Trigger). On the other hand, if a character Swings up to the side of a building and wants to Cling<br />

to it, common and dramatic sense dictate that the GM should let him do so even if it’s the end of<br />

the character’s Phase and he can’t technically activate any more powers.<br />

Q: Can a character use Clinging to maintain a hold on someone he Throws?<br />

A: No. Per 6E2, Throwing a victim requires the character to let him go; using Clinging doesn’t<br />

change this. However, note the difference between a Slam and a Throw (6E2 62).<br />

Q: If a character has Stretching and Clinging, can he do “Multiple Cling-Bys” by Stretching his<br />

arm past multiple targets?<br />

A: Generally no, because hitting someone while Stretching would require an Attack Roll, and<br />

succeeding with the first such roll would end the character’s Phase. It would be possible to hit<br />

(and thus Cling to) several targets via a Multiple Attack, though.<br />

Page 187 — Deflection<br />

Q: Can a character apply No Range Modifier to Deflection? What about Area Of Effect<br />

(Accurate)?<br />

A: Characters can apply No Range Modifier to Deflection. Characters cannot apply Area Of<br />

Effect (Accurate) to Deflection.<br />

Q: Does the -2 OCV penalty for Blocking for another person apply when a character uses<br />

Deflection to Block a Ranged attack aimed at another person?<br />

A: Yes, that penalty still applies. As noted on 6E1 187, Deflection lets a character use the rules


for Blocking Ranged attacks at Range. As noted on 6E2 59, the standard rules for Block apply to<br />

Blocking Ranged attacks, unless the rules note otherwise or the GM makes a different ruling. The<br />

-2 penalty for Blocking attacks made against another person is a standard Block rule, and<br />

therefore applies to Deflection.<br />

Page 190 — Desolidification<br />

Q: If a character is Desolidified and has a Damage Shield, and someone with an Affects<br />

Desolidified attack hits him with that attack in HTH Combat, does the Damage Shield affect the<br />

attacker?<br />

A: No — the character still needs Affects Physical World on the Damage Shield if he wants to<br />

hurt the solid attacker.<br />

Q: If a character has Desolidification with the Doesn’t Protect Against Damage Limitation, can<br />

he Reflect Ranged attacks made against him?<br />

A: Yes, assuming the attack’s Reflectable under the standard rules for that power, but the GM’s<br />

free to rule otherwise if he foresees a game balance, dramatic sense, or special effects problem.<br />

Q: If a character wants to use Images while Desolidified, does he have to apply the Affects<br />

Physical World Advantage to the Images?<br />

A: Yes. Regardless of what Sense Groups an Image does or doesn’t affect, if a Desolidified<br />

character wants solid characters to perceive and be affected by his Images, the Images power<br />

must have the Affects Physical World (+2) Advantage. Without that Advantage he could still<br />

create the Images, but they’d obviously be “Desolidified” to anyone who perceived them and thus<br />

incapable of causing any harm or having any effect.<br />

Q: If a character uses a Constant Power on a target, and the character then becomes Desolidified,<br />

does the Constant Power continue to affect the target?<br />

A: No. Once a character Desolidifies, any Constant Powers he’s maintaining cease to affect the<br />

physical world at that time. If he wanted to, he could continue paying END to keep them<br />

functioning so that they would start to affect the target again when he (the character) becomes<br />

solid again (thus saving himself the need to use another Attack Action and succeed with another<br />

Attack Roll), but as long as he’s Desolidified, a character cannot affect the physical world.<br />

However, note that the “lingering” effects of Instant Powers don’t vanish just because the<br />

character who created them Desolidifies. Examples including continuing-effect Mental Powers<br />

(see 6E1 191) and Entangles.


Q: Does a character with Desolidification need to buy his PRE with the Affects Physical World<br />

Advantage to be able to make Presence Attacks against solid targets while Desolidified?<br />

A: No, a Desolidified character can make Presence Attacks against solid characters without the<br />

need for any special Advantage, unless the GM rules otherwise for some reason. However, in<br />

regard to Presence Attacks involving threats, intimidation, and the like, in most cases the target<br />

will be aware of the fact that the character making the Presence Attack is Desolidified, and unless<br />

he’s also aware of abilities the character has that would make it possible for him to harm or affect<br />

the target, the GM should impose severe penalties on the Presence Attack — so severe, in fact, as<br />

to virtually negate it, unless the attacker’s clever enough to find a way around that in how he<br />

states his threat.<br />

Page 193 — Dispel<br />

Q: Can Dispel have the Costs Endurance (to maintain) Limitation?<br />

A: No.<br />

Page 195 — Drain (and Suppress)<br />

Q: Since Suppress is in effect a “Constant” power, does it continue to apply to the target, again<br />

and again, until its maximum effect is reached?<br />

A: No.<br />

Page 198 — Duplication<br />

Q: When calculating the average damage when Duplicates recombine, do you base this on the<br />

number of Duplicates created at that time, or the maximum possible number of Duplicates?<br />

A: On the number of Duplicates created.<br />

Page 207 — Enhanced Senses<br />

Q: If a character has a Dimensional sense (let’s say, that lets him perceive the Astral Plane), if<br />

he’s in the plane(s) he can perceive can he perceive his home dimension from there?<br />

A: No; he either needs two Dimensional senses, or has to more broadly define the group of<br />

dimensions his Dimensional applies to.


Page 215 — Entangle<br />

Q: Can Entangle have the Costs Endurance (to maintain) Limitation?<br />

A: Yes. If the character stops paying END, the Entangle collapses in total at the end of that<br />

Segment, freeing anyone captured. Paying an END maintenance cost does not in any way cause<br />

the Entangle to “heal” itself or the like.<br />

Q: Can a character apply an Adjustment Power to an already erected Barrier or Entangle?<br />

A: In general, no — these are Instant Powers, so a character can’t Adjust them any more than he<br />

could somehow use an Adjustment Power to make a Blast weaker after it’s already injured<br />

someone. However, in the case of Instant Powers that cost END to maintain, which in some<br />

respects thus function like “Constant Powers,” the GM might permit this. For example, in a<br />

Fantasy <strong>Hero</strong> campaign, the GM might allow a Dispel Magic spell (Drain Magic 6d6) to affect a<br />

Wall Of Stone spell built using Barrier, provided the creator of the Wall has to pay END to keep<br />

it in existence.<br />

Q: What abilities can a character use to break out of an Entangle?<br />

A: Strength, obviously, is an innate ability that can be used to break out of an Entangle (unless<br />

it’s bought as a Mental Paralysis). Whether an HA can add its dice to STR for purposes of<br />

breaking out of an Entangle is ultimately up to the GM and may depend on the various special<br />

effects involved, but typically the default answer is “Yes, it can be.” The same applies to HKAs.<br />

(Caveat: the rule about an Entangle preventing the use of Accessible Foci may come into play if<br />

the HA/HKA is defined as a weapon of some sort.)<br />

Page 225 — Faster-Than-Light Travel<br />

Q: Since FTL Travel is bought as distance traveled per real-time value, rather than per Phase,<br />

how much END does it cost if you apply the Costs Endurance (-½) Limitation to it?<br />

A: It costs END every Phase it’s used, just like any other power that costs END; you can use the<br />

Long-Term END rules to determine the effect over long periods of time if desired. If the GM<br />

thinks the standard END cost isn’t going to be very restrictive (because the character’s not going<br />

to use the ability in combat, or has so much END or REC that the cost is meaningless), then he<br />

should disallow the Limitation or assign it a value of -0.


Page 226 — Flash<br />

Q: Can Flash have the Costs Endurance (to maintain) Limitation?<br />

A: Yes. If the character stops paying END, the Flash effect stops working in total at the end of<br />

that Segment, allowing the victim to perceive again. Paying an END maintenance cost does not<br />

in any way cause the Flash to keep functioning beyond its rolled duration.<br />

Page 229 — Growth<br />

Q: If a character has both Growth (or is defined as being permanently large) and a Damage<br />

Shield, does he need to buy up the Area Of Effect (Surface) to match his size, or can he just stick<br />

with the usual +¼ for ordinary human size?<br />

A: If a character is larger than normal, or can become larger than normal by using Growth, and<br />

he wants to have a Damage Shield that covers his entire body, he needs to buy the Area Of Effect<br />

(Surface) to cover his entire size; otherwise the Damage Shield only covers part of his body.<br />

Page 231 — Hand-To-Hand Attack<br />

Q: If a character has an HA, can he perform a Multiple Attack with one or more Martial<br />

Maneuvers and add the HA damage to both of them?<br />

A: Yes, he can. He pays the END cost for both the STR used and the HA for each attack.<br />

Q: Could a character buy an HA, AVAD to add damage to a Nerve Strike, and if so would his<br />

STR add to the HA damage?<br />

A: Assuming the GM would allow you to buy an HA AVAD to add to Nerve Strike damage in<br />

the first place, no, you can’t also add STR. By definition you can’t use STR to improve a Nerve<br />

Strike. That makes improving Nerve Strike damage with an HA dubious at best (since HA adds<br />

to STR, it doesn’t stand on its own), and improving it with actual STR, even indirectly via HA,<br />

illegal under the rules.<br />

Page 232 — Healing<br />

Q: Can a character use Healing to counteract the effects of Drain/Suppress?<br />

A: As noted on 6E 232, Healing can be used to restore Characteristics or Powers that “have been<br />

lost or reduced by any cause.” That would certainly include Adjustment Powers. ;)


Page 236 — Images<br />

Q: If a character wants to use Images while Desolidified, does he have to apply the Affects<br />

Physical World Advantage to the Images?<br />

A: Yes. Regardless of what Sense Groups an Image does or doesn’t affect, if a Desolidified<br />

character wants solid characters to perceive and be affected by his Images, the Images power<br />

must have the Affects Physical World (+2) Advantage. Without that Advantage he could still<br />

create the Images, but they’d obviously be “Desolidified” to anyone who perceived them and thus<br />

incapable of causing any harm or having any effect.<br />

Page 239 — Invisibility<br />

Q: If a character has Invisiblity (Mental Group), Persistent, and turns it off so an ally can Mind<br />

Link with him, does turning the Invisibility back on sever the Link?<br />

A: No, no more so than being Invisible to the Hearing Group prevents a character from talking.<br />

However, just like an Invisible to Hearing character talking, using a Mind Link while Invisible to<br />

the Mental Sense Group may effectively negate the Invisibility. Just having the Mind Link active<br />

and ready for use doesn’t do this, but receiving or transmitting a mental communication does.<br />

Page 248 — Mental Illusions<br />

Q: How does it affect Mental Illusions if an illusion is created that would affect a sense that the<br />

target lacks?<br />

A: Nothing in the description of Mental Illusions overcomes any lack of Senses on the part of<br />

the target. Given that Mental Illusions are entirely “in the head” of the target, it would be<br />

possible for a character deliberately to create one that could be “perceived” with a Sense the<br />

target didn’t have, but in many (if not all) situations that’s likely to make the target suspect<br />

trickery.<br />

Q: If you use the optional rule on APG 107 that allows a Mental Illusion to perform a Presence<br />

Attack, with the maximum points of effect being equal to the Mental Illusions Effect Roll<br />

achieved, does that Effect Roll include the +10 points required to perform a Presence Attack?<br />

A: Yes.<br />

Page 253 — Mind Control<br />

Q: If a character’s being Mind Controlled, what effect does a Presence Attack to “Snap out of it,<br />

you’re being Mind Controlled!” or the like have on him?


A: Treat this as “helping a victim break free,” as discussed on 6E1 257.<br />

Page 258 — Mind Link<br />

Q: If a character has Invisiblity (Mental Group), Persistent, and turns it off so an ally can Mind<br />

Link with him, does turning the Invisibility back on sever the Link?<br />

A: No, no more so than being Invisible to the Hearing Group prevents a character from talking.<br />

However, just like an Invisible to Hearing character talking, using a Mind Link while Invisible to<br />

the Mental Sense Group may effectively negate the Invisibility. Just having the Mind Link active<br />

and ready for use doesn’t do this, but receiving or transmitting a mental communication does.<br />

Q: Can a character be “forced” to accept a Mind Link?<br />

A: As stated in the rules, Mind Link requires a “receptive (willing)” mind — so the “target” has<br />

to know about and accept the Link. By definition that means the “attacker” (or “sender”) knows<br />

as well. I suppose he could take a Limitation that he didn’t, but I have a hard time seeing that as<br />

being worth anything since he’ll know as soon as communication starts.<br />

Q: Is a Mind Link perceivable when not in use?<br />

A: As long as a Mind Link is “open” for communication, it can be perceived with Mental<br />

Awareness, whether it’s actively being used to communicate or not at that particular moment.<br />

Buying Invisible Power Effects for the power would change that, of course, but being Invisible to<br />

the Mental Sense Group would not (any more than being Invisible to the Hearing Group prevents<br />

other people from overhearing your conversations).<br />

Q: Suppose a person with Mental Awareness observes a person who is the receiver of a Mind<br />

Link, but the sender is not immediately in view. Can the observer tell which direction the Link<br />

comes from, and possibly triangulate the location of the sender as the receiver moves around? Is<br />

there a standard Advantage or Adder to Mental Awareness that would make this possible?<br />

A: As discussed on APG 95, Mental Awareness allows a character to perceive the “connection”<br />

between the character generating the Mind Link and the character Linked to him. That includes<br />

being able to identify who’s generating the Mind Link and who’s just in the Link, unless the GM<br />

rules otherwise based on special effects or other reasons. As to what other information a<br />

character may be able to derive by perceiving the connection, I leave that to the cleverness of the<br />

player and the discretion of the ever-sagacious GM. ;)


Page 272 — Reflection<br />

Q: If a character has Desolidification with the Doesn’t Protect Against Damage Limitation, can<br />

he Reflect Ranged attacks made against him?<br />

A: Yes, ssuming the attack’s Reflectable under the standard rules for that power, but the GM’s<br />

free to rule otherwise if he foresees a game balance, dramatic sense, or special effects problem.<br />

Q: If a character has Reflection that applies to a Ranged attack, does he still suffer penalties for<br />

trying to Block/Reflect that attack barehanded, if the GM would otherwise apply such penalties?<br />

A: Typically, yes, those penalties still apply. Just because a character’s bought Reflection<br />

doesn’t necessarily mean it changes any of the standard rules pertaining to Blocking Ranged<br />

attacks. However, a GM could certainly rule that it did, in light of special effects or what have<br />

you. Or he could allow a character to buy appropriate Penalty Skill Levels (or the like) to negate<br />

the penalties.<br />

Q: Can a character use Ranged Martial Maneuvers with a Reflected attack?<br />

A: Not under the standard rules — all Reflection does is allow the character to Reflect the attack<br />

made against him; he can’t change that attack or make any other use out of it. However, the GM<br />

could certainly allow this sort of thing if he wanted; it might be a fun option for a high-powered,<br />

over-the-top action sort of campaign.<br />

Page 275 — Resistant Protection<br />

Q: If a character’s buying a Resistant Protection power with multiple types of defense in it, is the<br />

cost figured by:<br />

1. Adding all of the defenses together, then multiplying by 3/2?<br />

2. Taking each defense as a separate Power, figuring its particular cost, then adding together at<br />

the end?<br />

3. Something else?<br />

A: The first method.<br />

Q: Could a character buy 1 point of PD or ED with Resistant (+½), or 1 point of Resistant<br />

Protection defense? If so, what’s the cost?<br />

A: There’s no provision for that in the standard HERO System rules, but a GM could allow it if<br />

he wants. In that case, the cost is 2 Character Points, since otherwise the character would get<br />

something for free by exploiting the rounding rules.


Q: Can a character purchase the Allocatable Advantage for defenses other than Resistant<br />

Protection and Barrier, such as Mental Defense or even his natural PD and ED?<br />

A: No. As indicated by its placement in the rulebook, Allocatable is intended for Resistant<br />

Protection and Barrier. If the GM wants to allow it for other defenses, that’s up to him, but<br />

officially you’ll never see that done or suggested in a HERO System book.<br />

Q: How does Allocatable interact with Variable Advantage?<br />

A: If a character has Variable Advantage on Resistant Protection or Barrier, and uses it to make<br />

give that Power the Advantage Allocatable, if he switches the Variable Advantage to some other<br />

Advantage the Allocatable ceases to apply and the PD/ED of the Power “switch back” to the<br />

amounts at which they were purchased.<br />

Page 283 — Skills<br />

Q: What’s the perceivability of a Skill used as a Power?<br />

A: A Skill bought as a Power is considered Obvious in the same sense that Body-Affecting<br />

Powers and Size Powers are (i.e., they don’t typically produce a visible glow or anything like<br />

that, but their effect on the user, target, and so on is Obvious). Of course, if common sense<br />

dictates otherwise for a particular Skill (e.g., Stealth as a Power would be useless if it were<br />

Obvious), the GM can easily make a ruling.<br />

Q: If a character wants to buy Martial Arts with a Limitation, as described on 6E1 283, how<br />

should he do that?<br />

A: He should buy each Martial Maneuver individually, applying the Limitation to reduce its<br />

cost.<br />

Page 287 — Summon<br />

Q: Can Summon have the Costs Endurance (to maintain) Limitation?<br />

A: Yes. If the character stops paying END, the Summoned being vanishes/is freed from<br />

control/returns home/whatever at the end of that Segment. Paying an END maintenance cost does<br />

not in any way increase the effectiveness of, or improve, a Summon power.


Page 293 — Takes No STUN<br />

Q: How does Takes No STUN affect the PD/ED gained from Density Increase or Growth?<br />

A: If a character has Growth or Density Increase and the Automaton Power Takes No STUN,<br />

divide the extra points of PD/ED gained from DI or Growth by 3.<br />

Page 294 — Telekinesis<br />

Q: If a character has Combat Skill Levels with his Martial Arts (or All HTH Combat), and has<br />

bought the ability to perform his Martial Maneuvers with his Telekinesis, can he apply the CSLs<br />

to the telekinetic Martial Maneuver attacks?<br />

A: Unless the GM prefers otherwise, a character cannot use Combat Skill Levels with regular<br />

Martial Arts or All HTH Combat when attacking with a Martial Maneuver via Telekinesis.<br />

Combat Skill Levels bought specifically for Telekinetic Martial Maneuver Attacks, or at the<br />

GM’s option with Ranged Martial Arts or All Ranged Attacks, could be.<br />

Q: For purposes of the Adding Damage rules, would Telekinesis (STR 40), which costs 60<br />

Active Points, have 8 DCs or 12 DCs?<br />

A: As written, and for the sake of consistency, the standard rule applies, making it 12 DCs.<br />

However, from a gameplay standpoint, I think many GMs would be perfectly comfortable ruling<br />

that it’s only 8 DCs. If you analogize Telekinesis to “STR with the Ranged Advantage,” and note<br />

that Ranged (+½) generally isn’t considered to be an Advantage that “directly affects how the<br />

victim takes damage,” from a practical perspective it works just fine as “8 DCs.”<br />

Page 297 — Telepathy<br />

Q: If a character uses Telepathy on a target to search for specific memories or other information,<br />

does the target know what facts are being sought?<br />

A: No. A target who’s attacked with Telepathy knows that he’s being attacked with Telepathy<br />

(unless, of course, the attacker declares and achieves the +20 Effect Roll modifier to hide it, or<br />

the Telepathy has the right form of Invisible Power Effects). He does not know what facts, if any,<br />

the attacker is looking for and/or has found.<br />

Page 300 — Teleportation<br />

Q: Since a Gate has Area Of Effect (Radius), is it spherical?<br />

A: No. It’s a two-dimensional “disk” like you’d expect a Gate to be, and anyone or anything<br />

that’s going to go through it has to be small enough to fit through it. Through of course you could


use a larger Radius to make Gates for bigger people.<br />

Q: How many people can use a Gate at once?<br />

A: A Gate has to be bought with some form of Usable On Others -- either Usable By Other or<br />

Usable Simultaneously (most often the latter). The value of the Advantage defines how many<br />

people can use the Gate at once; it’s certainly possible (though rare) for someone to make a Gate<br />

that thousands of people could go through at a time (though that would require the Gate to be<br />

pretty large and to be able to handle a lot of Increased Mass).<br />

Q: Does the mass restriction on a Gate apply per person/object going through the Gate, or<br />

overall per Segment?<br />

A: The mass for a Gate defines the mass of any given person or object that can move through the<br />

Gate. It’s not a per-Segment restriction, it’s a per-person (or object) restriction.<br />

Q: If a character is using Noncombat Teleportation and is Stunned or Knocked Out before his<br />

extra Phase occurs, does he still Teleport when the Phase occurs?<br />

A: No.<br />

Page 303 — Transform<br />

Q: Can Transform have the Costs Endurance (to maintain) Limitation?<br />

A: Yes. If the character stops paying END, the Transform effect stops working in total at the end<br />

of that Segment and the victim un-Transforms back into whatever shape/function he had before<br />

he was Transformed. Paying an END maintenance cost does not in any way increase the<br />

effectiveness of, or improve, a Transform power, nor allow it to keep working beyond the point<br />

at which the “heals back” condition is satisfied.<br />

Page 309 — Tunneling<br />

Q: Does Tunneling do BODY damage to objects? For example, if a character Tunnels through<br />

walls in a building, can the building take enough damage that it falls down?<br />

A: For game purposes, Tunneling does no BODY damage to substances or objects Tunneled<br />

through, unless and until the GM wants to invoke common or dramatic sense. It’s a Movement<br />

Power, not an attack, and shouldn’t be used as an attack.


POWER ADVANTAGES<br />

Page 147 — Hardened<br />

Q: I don’t quite understand what it means about having to Harden all your defense. Does that<br />

mean if you want one of a character’s defense to be Hardened, *all* of them must be Hardened?<br />

A: As stated in the rules, “A given defense must be all Hardened, or it’s not Hardened at all. A<br />

character can, however, have some defenses that are Hardened, and others that are not.” “A given<br />

defense” does not mean “all uses of X Defense Power.” It means you can’t have a defensive<br />

ability defined as Y points of defense and only Harden Z% of them -- you must Harden 100% of<br />

them. But it’s perfectly OK to buy two different defensive abilities, even ones built with the same<br />

Power, and Harden only one of them, as in the example you provided.<br />

Page 314 — Naked Advantages<br />

Q: How do Adjustment Powers apply to naked Advantages?<br />

A: As stated on 6E1 315, naked Advantages are treated as flat-cost powers for purposes of<br />

Adjustment Powers. That covers both positive and negative Adjustment Powers, though in the<br />

former case I expect the GM might want to exercise some oversight and judgment to prevent the<br />

situation from becoming a game-slowing nuisance of constant recalculations.<br />

Q: Do all Advantages on Characteristics have to be naked Advantages?<br />

A: This is a situation where I think it’s safe to rely on gamers’ general common sense. (Famous<br />

last words. ;) ) Nearly all Advantages on Characteristics are naked Advantages, but the GM can<br />

make exceptions if desired (though in most cases it’s a meaningless distinction). Obviously the<br />

Resistant Advantage is always in effect in nearly all cases, so thinking of it as a naked Advantage<br />

in the usual way doesn’t really make much sense.<br />

Q: If an Advantage is Limited, but not the power it affects, does it have to be a naked<br />

Advantage?<br />

A: Yes — an Advantage that has a Limitation that doesn’t apply to the power the Advantage<br />

affects is pretty much a textbook example of a naked Advantage.<br />

Page 318 — ACV<br />

Q: If a character has a power bought with ACV such that it uses OMCV in place of OCV, can he<br />

or should he use his EGO instead of DEX to determine when his Phase occurs in the Segment (as<br />

usual for Mental Combat, see 6E2 39)?


A: If a power fits the “Simulating Mental Powers” guidelines on 6E1 326 and the GM declares<br />

that it’s treated as a “Mental Power,” then you should use the character’s EGO, not his DEX, to<br />

determine when his Phase occurs in a Segment. Otherwise, use his DEX as usual.<br />

Page 321 — Area Of Effect (including Damage Shield)<br />

Q: If a character has both Growth (or is defined as being permanently large) and a Damage<br />

Shield, does he need to buy up the Area Of Effect (Surface) to match his size, or can he just stick<br />

with the usual +¼ for ordinary human size?<br />

A: If a character is larger than normal, or can become larger than normal by using Growth, and<br />

he wants to have a Damage Shield that covers his entire body, he needs to buy the Area Of Effect<br />

(Surface) to cover his entire size; otherwise the Damage Shield only covers part of his body.<br />

Page 325 — AVAD<br />

Q: If a power takes AVAD as a Limitation (such as a Drain that works against PD), is Does<br />

BODY (+1) still required to make the attack do BODY damage?<br />

A: Yes.<br />

Q: If a character buys a Damage Over Time ability that has the AVAD Advantage, does he have<br />

to pay for the “defense only applies once” modifier to Damage Over Time’s value?<br />

A: Yes.<br />

Page 327 — Autofire<br />

Q: If a character has a naked Autofire Advantage, when he uses the Advantage with a power<br />

does he pay END for the Advantage just once, or does he have to pay the END once per shot<br />

fired (like he would if the Advantage were not naked)?<br />

A: When a naked Autofire Advantage is used, the character using it pays END for the naked<br />

Advantage once per shot fired.<br />

So, for example, suppose a character fires three shots of a 30 Active Point power with a naked<br />

Autofire (+½) Advantage, the character pays ((3 x 3) + (3 x 1) =) 12 END.<br />

Page 328 — Cumulative


Q: If the target of a Cumulative Mental Power has Mental Defense, does the Mental Defense<br />

reduce the maximum result the attacker can achieve?<br />

A: No. The defense against a Cumulative attack doesn’t reduce the maximum possible<br />

accumulated total, it simply makes it take longer to achieve that total by reducing each Effect<br />

Roll, as described in the rulebook.<br />

Q: If multiple attackers have the same Cumulative power, do the amounts they roll combine?<br />

A: No. Each Cumulative attack is a separate thing and accumulates its points separately.<br />

Allowing characters to Coordinate to add them together might make for an interesting rule in<br />

some campaigns, but given that it’s far more likely to be used by the GM against the PCs than by<br />

the PCs on their enemies, I suspect most players wouldn’t be in favor. ;)<br />

Page 328 — Damage Over Time<br />

Q: If a character buys a Damage Over Time ability that has the AVAD Advantage, does he have<br />

to pay for the “defense only applies once” modifier to Damage Over Time’s value?<br />

A: Yes.<br />

Q: Can a character buy Damage Over Time for a non-damaging attack, such as an Entangle or<br />

Flash, and if so what’s the effect?<br />

A: That’s up to the GM. The rules on 6E1 328 specifically refer to DoT being applied to powers<br />

rd<br />

that “do damage,” even in its discussion of looking beyond Blast and KA. Long ago (3 Edition,<br />

IIRC), there was briefly an Advantage like this specifically for Entangle that let an Entangle keep<br />

getting stronger the longer it lasted... and again IIRC, it was pretty quickly removed when it<br />

became apparent how abusive it could be. But that’s why we have GMs, to evaluate these sort of<br />

unusual issues. ;)<br />

Page 333 — Does Knockback<br />

Q: If a character has a Power like Flash, Drain, or Dispel with the Advantage Does Knockback,<br />

and the target lacks the Sense or ability the Power affects, does the target still take Knockback?<br />

A: No. As noted on APG 54, an Adjustment Power with a secondary effect (such as Does<br />

Knockback, which is specifically cited) doesn’t have that secondary effect if the target doesn’t<br />

have the Characteristic/Power/whatever that the Adjustment Power affects. For example, a Drain<br />

Blast, Does Knockback, if used against a target with no Blast attack, has no effect at all — it<br />

doesn’t cause Knockback.


Generally speaking, this reasoning extends to other powers, including Dispel (which is<br />

similar to Adjustment Powers in many ways), Flash, and the like. If the target cannot be affected<br />

by the power because he lacks what it targets (e.g., a blind person hit with a Sight Group Flash; a<br />

person without Flight hit with Dispel Flight), then the secondary effect (such as Does<br />

Knockback) also cannot apply. Note, however, that having a lot of defense against an attack (e.g.,<br />

enough Sight Group Flash Defense to totally block a Flash) or being temporarily immune to a<br />

power (e.g., a character being protected from Sight Group Flashes because he was just affected<br />

by one and is now temporarily blind) does not qualify as “cannot be affected” — as used above,<br />

that term generally means it’s impossible for the character ever to be affected, not just<br />

temporarily impossible.<br />

As always, the GM should apply these rules with an eye toward common sense, dramatic<br />

sense, special effects, and game balance.<br />

Page 147 — Impenetrable<br />

Q: If a character has some defenses that are Impenetrable and some that are not (as discussed on<br />

6E1 147), how do you determine whether Impenetrable “cancels out” Penetrating (and thus that<br />

the damage applies to the character normally), or the Penetrating attack has its standard<br />

(Advantaged) effect?<br />

A: If a character who has some Impenetrable defenses and some defenses that are not<br />

Impenetrable is hit with a Penetrating attack, compare the average BODY for the Penetrating<br />

attack to the Impenetrable defenses. (In the case of Drains and the like, count the “Normal<br />

Damage BODY” for these purposes, unless it’s a Drain BODY, in which case determine the<br />

average in the standard mathematical way.) If the average BODY exceeds the Impenetrable<br />

defenses, the Impenetrable is “overcome” and the Penetrating attack has its standard<br />

(Advantaged) effect. If the average BODY is less than or equal to the Impenetrable defenses, the<br />

Impenetrable “negates” the Penetrating and the attack applies to the target’s defenses in its<br />

standard (non-Advantaged) way.<br />

Example: Protector has 20 PD (non-Advantaged). He also has Resistant Protection (10<br />

PD/10 ED), Impenetrable. He’s hit with an RKA 2½d6, Penetrating bullet. The average<br />

BODY for that RKA would be 8.75 (2.5d6 x 3.5). That’s less than 10 PD, so Impenetrable<br />

applies and the Penetrating effect is negated.<br />

Later, Protector’s slashed with a magic sword (HKA 4d6, Penetrating). The average BODY on<br />

this attack is 14. That’s more than 10 PD, so the Impenetrable doesn’t apply; the attack has its<br />

usual Penetrating effect.<br />

Page 343 — Penetrating<br />

Q: If a character has some defenses that are Impenetrable and some that are not (as discussed on<br />

6E1 147), how do you determine whether Impenetrable “cancels out” Penetrating (and thus that<br />

the damage applies to the character normally), or the Penetrating attack has its standard


(Advantaged) effect?<br />

A: If a character who has some Impenetrable defenses and some defenses that are not<br />

Impenetrable is hit with a Penetrating attack, compare the average BODY for the Penetrating<br />

attack to the Impenetrable defenses. (In the case of Drains and the like, count the “Normal<br />

Damage BODY” for these purposes, unless it’s a Drain BODY, in which case determine the<br />

average in the standard mathematical way.) If the average BODY exceeds the Impenetrable<br />

defenses, the Impenetrable is “overcome” and the Penetrating attack has its standard<br />

(Advantaged) effect. If the average BODY is less than or equal to the Impenetrable defenses, the<br />

Impenetrable “negates” the Penetrating and the attack applies to the target’s defenses in its<br />

standard (non-Advantaged) way.<br />

Example: Protector has 20 PD (non-Advantaged). He also has Resistant Protection (10<br />

PD/10 ED), Impenetrable. He’s hit with an RKA 2½d6, Penetrating bullet. The average<br />

BODY for that RKA would be 8.75 (2.5d6 x 3.5). That’s less than 10 PD, so Impenetrable<br />

applies and the Penetrating effect is negated.<br />

Later, Protector’s slashed with a magic sword (HKA 4d6, Penetrating). The average BODY on<br />

this attack is 14. That’s more than 10 PD, so the Impenetrable doesn’t apply; the attack has its<br />

usual Penetrating effect.<br />

Q: Does the minimum damage incurred because an attack is Penetrating count as “exceeding” an<br />

Ablative defense for lowering the Required Roll?<br />

A: Yes.<br />

Page 334 — Persistent<br />

Q: How does Persistent interact with Costs Endurance and Costs Endurance Only To Activate?<br />

A: There are two situations involved here.<br />

The first is Powers that are Persistent by default, such as Mental Defense. By definition they<br />

don’t normally cost END to use. If any form of the Costs Endurance Limitation is applied to<br />

them, they become Constant, per 6E1 128, 374.<br />

The second is Powers that are Constant and are made Persistent by application of the<br />

Persistent Advantage (6E1 334). Typically these Powers are bought with Reduced Endurance (0<br />

END; +½), but that’s not mandatory (the statement to the contrary on 6E1 345 should have been<br />

altered in editing). What is mandatory is that the Power has to fall into one of these categories:<br />

—costs 0 END<br />

—costs END to maintain (either naturally, or via application of a Limitation)<br />

A Persistent Power cannot simply cost END to activate (either via an Advantage or a Limitation).


It’s either got to cost 0 END, or cost END to maintain. Any implication to the contrary under<br />

Time Limit should be ignored as erroneous.<br />

Page 343 — Personal Immunity<br />

Q: Can a character buy Personal Immunity to another character’s power as a naked Advantage?<br />

A: Generally, no — it’s Personal Immunity, after all, not just Immunity. But the GM could<br />

allow this if he wanted to.<br />

Page 345 — Reduced Endurance/Costs END Only To Activate<br />

Q: How does Persistent interact with Costs Endurance and Costs Endurance Only To Activate?<br />

A: There are two situations involved here.<br />

The first is Powers that are Persistent by default, such as Mental Defense. By definition they<br />

don’t normally cost END to use. If any form of the Costs Endurance Limitation is applied to<br />

them, they become Constant, per 6E1 128, 374.<br />

The second is Powers that are Constant and are made Persistent by application of the<br />

Persistent Advantage (6E1 334). Typically these Powers are bought with Reduced Endurance (0<br />

END; +½), but that’s not mandatory (the statement to the contrary on 6E1 345 should have been<br />

altered in editing). What is mandatory is that the Power has to fall into one of these categories:<br />

—costs 0 END<br />

—costs END to maintain (either naturally, or via application of a Limitation)<br />

A Persistent Power cannot simply cost END to activate (either via an Advantage or a Limitation).<br />

It’s either got to cost 0 END, or cost END to maintain. Any implication to the contrary under<br />

Time Limit should be ignored as erroneous.<br />

Page 349 — Trigger<br />

Q: If a character has a Triggered ability where it takes a Full Phase Action to reset the Trigger,<br />

once that Trigger is set can he use it as a normal power?<br />

A: Once a Trigger is set, using a Triggered power is governed by the rules on 6E1 350, which<br />

state that activating a Trigger is usually a Zero Phase Action. The time required to reset a Trigger<br />

does not affect the time required to activate a Trigger; those are two separate things.<br />

Q: If a character has a Triggered ability (regardless of how long it takes to set the Trigger), can<br />

he use it as a “normal” ability without setting the Trigger (for example, if it’s an attack, by taking


an Attack Action to use it)?<br />

A: No. As noted on 6E1 316, Advantages are generally mandatory, so a Triggered power should<br />

only be activated/used via its Trigger, not “normally.”<br />

Page 352 — Uncontrolled<br />

Q: Can a character voluntarily reduce his SPD for purposes of determining when he has to pay<br />

END for an Uncontrolled power?<br />

A: He can, but a character cannot voluntarily reduce his SPD for just one thing — if he reduces<br />

his SPD that reduction applies across the board. In the case of Uncontrolled specifically, reducing<br />

SPD to reduce the number of times END has to be paid “locks in” the SPD reduction; until the<br />

power runs out of END the character must stay at SPD 2 (or whatever he lowered his SPD to).<br />

Page 363 — Usable On Others<br />

Q: If a Power is Obvious when in use (like Body-Affecting Powers are), what’s the<br />

perceivability of granting that Power to someone via Usable On Others?<br />

A: The granting of such powers to another person via Usable On Others is Obvious.<br />

Q: If a character creates a power to grant 20m Running with a “differing modifier” structure, can<br />

he use it at half power to grant only 10m Running?<br />

A: No. A power granted through any form of Usable On Others has to be granted in full as<br />

defined; a character can’t decide to grant only half of it. In the case of a Usable As Attack power<br />

he could decide not to use all of it on the target if that’s possible (e.g., Teleportation 40m UAA<br />

used to Teleport someone only 15m), but that’s not the same thing.<br />

Q: How does a power’s Duration effect how it works when granted to another character via<br />

Usable On Others?<br />

A: Whether a power granted to a recipient via UBO or the like is Instant, Constant, or Persistent<br />

is irrelevant — they all work the same from a UBO perspective. The grantor grants the power.<br />

Once the power’s granted, the recipient can use it, following the power’s own Duration rules,<br />

until some condition ends the grant (he surrenders it, the grantor who’s retained control takes it<br />

back, LOS is required and lost, he’s Knocked Out, or the like). See the bottom right paragraph on<br />

6E1 355 for further discussion.


Q: 6E1 354 states, “If [the granted power] doesn’t cost END, granting it costs [the grantor] no<br />

END.” Does this apply to UOO powers built using the “differing modifiers” rules?<br />

A: Yes.<br />

Q: Can a Usable On Others power be activated in the same Segment in which it’s granted?<br />

A: If the recipient of a UOO power is in a position to activate a power (i.e., he has a Zero Phase<br />

Action coming, or he’s able to Abort to activate a defensive granted ability), then he could<br />

certainly activate/use the granted power in the same Segment in which it’s granted.<br />

Q: Since a Usable On Others power has to be activated after being granted, how does that affect<br />

the use of Usable As Attack powers?<br />

A: It doesn’t affect them at all. A UAA power is by definition an attack, so it automatically<br />

affects a target that’s hit with it when it’s used.<br />

Page 361 — Variable Advantage<br />

Q: How does Allocatable interact with Variable Advantage?<br />

A: If a character has Variable Advantage on Resistant Protection or Barrier, and uses it to make<br />

give that Power the Advantage Allocatable, if he switches the Variable Advantage to some other<br />

Advantage the Allocatable ceases to apply and the PD/ED of the Power “switch back” to the<br />

amounts at which they were purchased.


POWER LIMITATIONS<br />

Page 147 — Ablative<br />

Q: Does the minimum damage incurred because an attack is Penetrating count as “exceeding” an<br />

Ablative defense for lowering the Required Roll?<br />

A: Yes.<br />

Page 381 — Gestures<br />

Q: Can a character make a Multiple Attack with two powers that both have Gestures, or both<br />

have Incantations?<br />

A: As noted on 6E1 381-82, a character can activate two or more powers with Gestures (or<br />

Incantations) in the same Phase if they only require Gestures (or Incantations) to activate, so he<br />

could Multiple Attack with them in that case. If a power requires Gestures (or Incantations)<br />

throughout or to maintain, that prevents the character from using other powers with Gestures (or<br />

Incantations) in the same Phase, so that power couldn’t be used in a Multiple Attack with other<br />

powers that have Gestures (or Incantations). The note on 6E2 73 concerning “mutually<br />

exclusive” Limitations is referring to the latter situation, not stating that it’s never possible to<br />

Multiple Attack with two or more powers that have Gestures (or Incantations).<br />

Page 381 — Incantations<br />

Q: Can a character make a Multiple Attack with two powers that both have Gestures, or both<br />

have Incantations?<br />

A: As noted on 6E1 381-82, a character can activate two or more powers with Gestures (or<br />

Incantations) in the same Phase if they only require Gestures (or Incantations) to activate, so he<br />

could Multiple Attack with them in that case. If a power requires Gestures (or Incantations)<br />

throughout or to maintain, that prevents the character from using other powers with Gestures (or<br />

Incantations) in the same Phase, so that power couldn’t be used in a Multiple Attack with other<br />

powers that have Gestures (or Incantations). The note on 6E2 73 concerning “mutually<br />

exclusive” Limitations is referring to the latter situation, not stating that it’s never possible to<br />

Multiple Attack with two or more powers that have Gestures (or Incantations).<br />

Page 383 — Linked<br />

Q: How do Adjustment Powers affect a Linked power?<br />

A: Adjustment Powers affect a power built with Linked as if it’s two powers. The character<br />

using the Adjustment Power has to target one of the powers — typically the greater power,


though it may depend on special effects, the attacker’s knowledge of the target’s powers, and<br />

other factors.<br />

For example, let’s suppose a character has a Lightning Bolt Spell (RKA 2d6 + Linked Flash<br />

4d6). A character with Drain Magic 3d6, Variable Effect (any one Magic power at a time; +1/2),<br />

has to choose whether to Drain the RKA or the Flash — he can’t affect both at once. (A GM who<br />

wants to deal with the additional complication could split the Drain effect between the two<br />

powers if he wanted to, but that’s not the default rule.) If his power could affect “any two Magic<br />

powers at once” (Expanded Effect + Variable Effect; +1), then he could Drain both powers at the<br />

same time.<br />

The standard rules on the proportionality of Linked powers (6E1 385) still apply. Draining a<br />

greater power doesn’t affect a character’s ability to use the lesser power at all, and for purposes<br />

of determining proportionality you determine a power’s “full strength” based on its current<br />

(Adjusted) cost. Continuing the above example, suppose the RKA 2d6 were Drained 10 points,<br />

making it an RKA 1d6+1. If the character uses the RKA at its current full strength (1d6+1), he<br />

can still use the full Flash 4d6 even though the RKA is normally an RKA 2d6; if he only uses the<br />

RKA at half strength, he can only use Flash 2d6.<br />

Page 396 — Variable Limitations<br />

Q: Can a Variable Limitation be used to to “counteract” an Advantage the power has (like<br />

applying Increased Endurance Cost to a power that has Reduced Endurance (0 END))?<br />

A: No. A character can’t use Variable Limitation to counteract, negate, nullify, or contradict an<br />

Advantage that a power has. Nor can a character use Variable Advantage to counteract, negate,<br />

nullify, or contradict a Limitation that a power has.


POWER FRAMEWORKS<br />

Page 409 — Variable Power Pool<br />

Q: When a character applies a Limitation to a VPP, does this reduce the number of points<br />

available in the pool for powers?<br />

A: No. The Pool indicates the total amount of Real Points; the Control Cost establishes an upper<br />

limit on the Active Points in any given power in the VPP. Limiting the Control Cost doesn’t<br />

change any of that.


COMPLICATIONS<br />

Page 414 — General Questions<br />

Q: If a player wants to have a blind character, do the points he gets from selling sight back count<br />

towards his Complications?<br />

A: No, no more so than points gained by selling back, say, STR would.


FIGHTING<br />

Page 21 — Aborting An Action<br />

Q: If a character’s suffering a DCV penalty based on a previous action, when he Aborts to<br />

Block, Dodge, or the like, does that remove the DCV penalty?<br />

A: That’s up to the GM. As noted on 6E2 21, final paragraph right column, allowing characters<br />

to Abort to eliminate DCV penalties they’ve deliberately subjected themselves to to obtain some<br />

benefit (the example given being moving at Noncombat speeds) generally shouldn’t be allowed.<br />

However, if the GM chooses to allow a character to Abort to an action that would eliminate an<br />

existing DCV penalty (such as to Dodge or Block), the “resetting” of DCV happens immediately<br />

when the Abort takes place. Otherwise the standard rule about when a penalty disappears applies.<br />

Pages 45-46 — Encumbrance<br />

Q: Do Encumbrance PSLs offset the movement penalty imposed by Encumbrance?<br />

A: No. You can buy such an ability as +Running (or whatever) with the Limitation Only To<br />

Offset The Encumbrance Penalty (-2).


COMBAT MANEUVERS<br />

Page 54 — General <strong>Rules</strong><br />

Q: What’s the END cost, if any, for Combat Maneuvers, and is that in addition to the general “1<br />

END” cost discussed on 6E2 131?<br />

A: As stated on 6E2 54 (which references 6E2 131), using a Combat Maneuver typically costs 1<br />

END, plus the END for any STR involved (if the Maneuver uses STR; many of course don’t do<br />

so directly). 6E2 131 simply states a more general rule that, unless the GM rules otherwise, if an<br />

action doesn’t specifically use STR or have some other associated END cost, it costs 1 END.<br />

This isn’t on top of any specified END cost (like the END cost for using a Power); it’s the system<br />

“default END cost” for trivial Actions and Maneuvers that don’t have some other END cost<br />

stated.<br />

Page 57 — Block<br />

Q: Can a character use Penalty Skill levels to counter the cumlative -2 OCV penalty for<br />

performing multiple Blocks, or does that require Combat Skill Levels?<br />

A: The cumlative -2 OCV penalty for performing multiple Blocks cannot be reduced or<br />

eliminated with Penalty Skill Levels; doing that requires Combat Skill Levels.<br />

Page 62 — Grab<br />

Q: How many limbs does the attacker have to use to Grab a target?<br />

A: Ordinarily it’s assumed a character requires two manipulatory limbs to perform a standard<br />

Grab. See 6E2 65 regarding Grabs performed with only one hand.<br />

Q: If a character’s performing a Grab, can he use Foci with the limb(s) that are doing the<br />

Grabbing?<br />

A: Generally speaking, a limb being used to perform a Grab can only Grab; the character can’t<br />

do anything else with it, including using Foci attached to that arm to perform other actions. This<br />

wouldn’t necessarily prevent a character from using a “passive” ability in an arm-based Focus<br />

(such as activating his Force-Field Bracers to protect himself, or a Flight Ring so he can fly away<br />

with the Grabbee), but he certainly can’t make other attacks unless the GM permits this for some<br />

reason. Even if the GM permits it, he may then consider the Grabbee to be Grabbed as if with<br />

one hand (see above) by default.<br />

Q: If the target of a Grab is willing, is already Entangled, or other such circumstances apply,


does that change the CV modifiers for Grabbing him?<br />

A: As a rules default, no — a Grab is a Grab, regardless of the state of the target. Individual<br />

GMs are certainly free to adjust things as they see fit to reflect the specifics of a situation; I’m not<br />

going to try to detail every possibility in the rules.<br />

Page 67 — Grab By<br />

Q: In the example on 6E2 68, shouldn’t the evil sorcerer only roll 1½d6 because he can only<br />

resist with Casual STR?<br />

A: Technically, yes, a character resisting a Grab By immediately should only get to roll his<br />

Casual STR to resist (per the rule on 6E2 64). However, there are some different game<br />

considerations that apply. With a normal Grab, a character’s going to remain Grabbed and will<br />

have an opportunity to resist using his full STR soon enough. With a Grab By, failure means he<br />

loses the Focus (or other object) and will not have a chance to resist using his full STR unless he<br />

chases the other character down and engages in some sort of tug-of-war. That being the case, (a)<br />

many characters are likely to Abort to use their full STR to resist a Grab By (it’s not precisely a<br />

“defensive action,” but it’s close enough), and/or (b) in light of the game balance considerations<br />

involved the GM may allow the victim to use his full STR to resist regardless.<br />

Page 70 — Move Through<br />

Q: If a Move Through attempt misses, and the attacker is about to slam into a wall, can he use<br />

Breakfall to reduce the impact damage?<br />

A: No.<br />

Page 73 — Multiple Attack<br />

Q: If a character makes a Combined Attack, and he uses velocity (from, say, a Move By) to<br />

increase the damage, does the velocity apply equally to both attacks?<br />

A: If a character makes a Combined Attack, and he uses velocity (from, say, a Move By) to<br />

increase the damage, the velocity applies equally to both attacks to increase their damage —<br />

though many GMs are likely to be wary of such an attack, and may not even permit it since it’s<br />

too much like adding a Combat Maneuver into a Combined Attack sequence.<br />

Q: Can a character make a Multiple Attack with two powers that both have Gestures, or both<br />

have Incantations?


A: As noted on 6E1 381-82, a character can activate two or more powers with Gestures (or<br />

Incantations) in the same Phase if they only require Gestures (or Incantations) to activate, so he<br />

could Multiple Attack with them in that case. If a power requires Gestures (or Incantations)<br />

throughout or to maintain, that prevents the character from using other powers with Gestures (or<br />

Incantations) in the same Phase, so that power couldn’t be used in a Multiple Attack with other<br />

powers that have Gestures (or Incantations). The note on 6E2 73 concerning “mutually<br />

exclusive” Limitations is referring to the latter situation, not stating that it’s never possible to<br />

Multiple Attack with two or more powers that have Gestures (or Incantations).<br />

Q: If a character has an HA, can he perform a Multiple Attack with one or more Martial<br />

Maneuvers and add the HA damage to both of them?<br />

A: Yes, he can. He pays the END cost for both the STR used and the HA for each attack.<br />

Q: Does a Combined Attack (6E2 74) require one or multiple Attack Rolls?<br />

A: As noted in the rules, a Combined Attack is considered a form of Strike — thus, it only<br />

requires a single Attack Roll regardless of how many powers are Combined.<br />

Q: Can a character perform a Multiple Attack that involves a Move By on several targets and<br />

ends with a Move Through on a final target?<br />

A: Yes, but any character trying is going to suffer such CV penalties and take so much damage<br />

as a result that I suspect it often won’t be worth it to try... but it’s your Action to waste if you<br />

want. ;)<br />

Page 80 — Throw<br />

Q: The rule on 6E2 80 regarding the maximum damage done by a Thrown object (object’s<br />

PD+BODY) seems to be inconsistent with the rule on 6E2 173 (which discusses how an object<br />

can add to STR damage if it has enough PD+BODY). Which is correct?<br />

A: Both are; there’s no inconsistency. The rule on 6E2 80 is for Thrown objects; the rule on 6E2<br />

173 is for using objects in HTH Combat.<br />

Q: If a character has Martial Throw, and has Combat Skill Levels with his Martial Arts, do those<br />

CSLs apply when Throwing a Fastball? (Or for that matter, to any Thrown weapon?)<br />

A: No.


Page 84 — Choke<br />

Q: Does STR add to the damage done by a Choke?<br />

A: No.


DAMAGE AND ITS EFFECTS<br />

Page 103 — Taking Damage<br />

Q: What’s meant by the minimum damage from injuries rule? Does this add to or increase the<br />

damage already taken?<br />

A: It means exactly what it says: the minimum STUN from an attack equals the BODY that gets<br />

past defenses. So, for example, if after applying defenses a character took 5 STUN, 10 BODY<br />

from an attack, he actually takes 10 STUN damage, not 5. It’s not a separate thing that adds to<br />

STUN already taken, it simply defines a “floor,” so to speak.


OTHER COMBAT RULES AND EFFECTS<br />

Page 131 — Endurance<br />

Q: If a character Pushes a Constant power (or a power with the Advantage Costs END To<br />

Maintain), does he have to pay the Pushed END cost each Phase as well as the standard cost, or<br />

only when he activates the power?<br />

A: If a character wants to Push a Constant power, he must pay the extra END cost for Pushing<br />

every Phase that he wants the Push effect to enhance the Constant power in addition to the<br />

power’s standard END cost to maintain. If the Constant power only costs END to maintain, a<br />

character who wants to maintain a Pushed effect must pay the END cost for Pushing every Phase.


ENVIRONMENT<br />

Page 173 — Objects As Weapons<br />

Q: The rule on 6E2 80 regarding the maximum damage done by a Thrown object (object’s<br />

PD+BODY) seems to be inconsistent with the rule on 6E2 173 (which discusses how an object<br />

can add to STR damage if it has enough PD+BODY). Which is correct?<br />

A: Both are; there’s no inconsistency. The rule on 6E2 80 is for Thrown objects; the rule on 6E2<br />

173 is for using objects in HTH Combat.


EQUIPMENT<br />

Page 182 — Automatons<br />

Q: If an Automaton is a robot or other machine, is it automatically subject to Mental Powers that<br />

affect the Machine class of minds, even though Automatons are immune to Mental Powers?<br />

A: No, it is not — immunity is immunity. However, you’ll note that virtually every published<br />

HERO System robot for 5E or 6E has a Physical Complication that specifically makes them<br />

vulnerable to Machine-class Mental Powers. You’ll see the same thing with undead creatures,<br />

who have a Physical Complication allowing Necromancy spells built with Mental Powers to<br />

affect them. You can extend this same reasoning to other types of Automata as desired.<br />

Q: Can Automatons have and use Mental Powers?<br />

A: There’s no rule forbidding Automatons to have and use Mental Powers... though since they<br />

automatically start with 0 OMCV they may not be very effective with them. Generally speaking,<br />

of course, special effects dictate that Automatons shouldn’t have Mental Powers, at least not in<br />

the classic “psionics” sense.<br />

Page 183 — Computers<br />

Q: Per the rules, Computers have no innate Senses — they have to buy normal Senses at the<br />

standard cost or be “hooked into” Senses provided by a Base or Vehicle. Does buying<br />

Clairsentience for a Base/Vehicle grant the Computer the standard Senses associated with the<br />

Sense Groups purchased for Clairsentience, or is the Clairsentience useless until they’re bought<br />

separately?<br />

A: Since Clairsentience doesn’t ordinarily grant a character Senses he lacks, but only allows him<br />

to use Senses he already has at “Range,” the same logic should generally apply to other types of<br />

“characters,” such as Computers. However, in the interest of common sense, dramatic sense, and<br />

uncluttered character sheets, a GM could certainly rule that being hooked into Clairsentiencebased<br />

sensors alone would suffice for a Computer.<br />

Q: If a character buys a Computer (or other piece of equipment not primarily defined as a Focus)<br />

that provides Combat Skill Levels, does he have to buy the CSLs as Usable On Others so other<br />

people can use them?<br />

A: Combat Skill Levels for equipment raise some interesting issues. As discussed in TUV, if a<br />

Vehicle buys CSLs, those CSLs are used by whoever’s operating the Vehicle (be it a PC, and<br />

NPC, or a Computer). As discussed in UBA, that also applies to Bases. In both cases this is<br />

because Vehicles and Bases, even though they have separate character sheets, are essentially<br />

objects. They can’t really do anything on their own; they have to have some sort of operator.<br />

However, a Computer is a beast of a different color. It’s self-willed (to a greater or lesser


extent), and thus able to attack in combat (though of course it requires the proper programming to<br />

actually do so). Therefore, any CSLs (or other Skill Levels) a Computer buys are usable only by<br />

it. If a Computer wants to be able to provide those CSLs to someone else, they would have to be<br />

bought with some form of UOO.<br />

Page 210 — Armor And Shields<br />

Q: If a character uses his shield to enhance his Block, does it also continue to improve his DCV<br />

at the same time?<br />

A: No. Shields provide a DCV bonus, subject to a STR Minimum restriction. The special rules<br />

for shields provide that if a character Blocks with a shield, he can instead apply the DCV bonus<br />

as an OCV bonus (since Block of course uses OCV not DCV to determine the defensive effect)<br />

(see 6E2 211). If a character chooses to use his shield’s bonus for OCV for a Block, obviously he<br />

can’t also use it for DCV until his next Phase... though of course the Block itself may provide a<br />

DCV modifier.<br />

Q: Can a character take the Mass Limitation (5E2 211) on Foci other than armor?<br />

A: Generally speaking, they shouldn’t; if it were intended for general use it would be in the<br />

Limitations section of 6E1, not on 6E2 211 in a very specific section of the rules. However, each<br />

GM can make that call for himself; in some <strong>Hero</strong>ic games where Encumbrance is a major factor<br />

it may be an intriguing option for Foci other than armor.

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