Hero System
The Hero System is a generic tabletop role-playing game ruleset developed and published by Hero Games, renowned for its point-based character creation mechanics that emphasize flexibility and player creativity in building characters for diverse genres, from superheroes to fantasy and beyond.[1] Originating as the core engine for the superhero RPG Champions in 1981, it has evolved into a versatile system supporting both "heroic" campaigns with normal humans relying on skills and equipment, and "superheroic" ones featuring customizable superpowers defined through generic abilities and player-specified special effects.[2][1] Voted the Best Roleplaying Game of All Time by InQuest Magazine, the Hero System prioritizes internal consistency and balance, allowing gamemasters and players to tailor threats and abilities without rigid constraints.[1] The system's history traces back to the inaugural release of Champions in 1981, which introduced the foundational point-buy approach that would define the Hero System.[2] Over subsequent decades, Hero Games refined and generalized these rules across multiple editions, with the fourth edition of Champions in 1989 marking a key step toward broader applicability beyond superheroes.[3] The fifth edition, released in 2002 and revised in 2004, solidified its status as a standalone generic system, while the current sixth edition as of 2025—published in August and September 2009 as a two-volume set (Character Creation and Combat and Adventuring)—enhanced flexibility with streamlined rules for power modifiers, advantages, and limitations.[1][4] Throughout its run, the Hero System has remained in continual publication, supporting hundreds of supplements, modules, and genre-specific books.[2] At its core, the Hero System distinguishes itself through a modular design where characters purchase traits using Character Points, drawing from a toolkit of generic powers (such as Energy Blast or Flight) that players flavor with special effects like magical energy or technological jets, ensuring balanced and imaginative builds.[1] This approach contrasts with more rigid systems by avoiding predefined "boutique" options, instead offering tools for fine-tuning via modifiers that adjust cost and functionality, which promotes consistency across campaigns of varying scales.[1] The rules emphasize simulationist detail in combat and skills while maintaining accessibility, with optional software like Hero Designer aiding complex creations, making it a favored choice for groups seeking depth without genre limitations.[4]Introduction and Overview
Definition and Purpose
The Hero System is a generic tabletop role-playing game (RPG) ruleset originally derived from the superhero genre but designed as a universal engine adaptable to diverse settings, including fantasy, science fiction, horror, and modern adventure.[1] This flexibility stems from its foundational development in the Champions RPG, which emphasized superheroic campaigns, evolving into a broader framework that supports any narrative style through modular rules.[5] At its core, the Hero System employs an "effects-based" design philosophy, where mechanical elements prioritize the functional outcomes of abilities rather than their narrative flavor, enabling extensive customization via "special effects." For instance, a "Blast" power might mechanically represent ranged damage but can be flavored as fire, energy projection, or gunfire, allowing players to tailor powers to their campaign's theme without altering underlying balance.[1] This approach fosters creativity and consistency across genres, treating the system as a toolkit for building characters, worlds, and scenarios. A key differentiator of the Hero System from other RPGs is its rigorous point-buy character creation mechanism, which allocates a fixed pool of points to purchase attributes, skills, and powers, ensuring balanced gameplay regardless of concept.[1] All task resolutions, from skill checks to combat, utilize a uniform 3d6 dice mechanic, providing a bell-curve probability distribution that rewards incremental improvements in character capabilities.[6] The primary core text is the Hero System 6th Edition, published in 2009, comprising two volumes—Character Creation (466 pages) and Combat and Adventuring (320 pages)—that together span over 780 pages of comprehensive rules.[7][8] This edition remains the current standard, offering detailed guidance for implementation across all supported genres.[9]Historical Origins
The Hero System traces its origins to 1981, when Steve Peterson and George MacDonald founded Hero Games in San Mateo, California, as a small operation dedicated to role-playing games. The company launched with the self-publication of 1,000 copies of Champions, a 64-page rulebook for a superhero-themed RPG that introduced the core mechanics later formalized as the Hero System. This debut product quickly gained traction among gamers seeking a flexible alternative to existing superhero simulations, establishing Hero Games as an innovative player in the burgeoning RPG industry.[10][11] Building on Champions' success, Hero Games expanded the system's applicability across genres in the mid-1980s, demonstrating its adaptability beyond superheroes. Key milestones included the 1984 release of Justice Inc., a pulp adventure RPG evoking 1930s-era stories of daring heroes and shadowy villains, followed by Danger International in 1985, which adapted the rules for modern-day espionage and action scenarios, and Fantasy Hero later that same year, enabling sword-and-sorcery campaigns with magical elements integrated into the point-based framework. These titles showcased the Hero System's versatility, allowing game masters to customize settings while retaining consistent resolution mechanics, and helped cultivate a dedicated community of players experimenting with diverse narratives.[12][13] Despite these achievements, Hero Games encountered significant financial and production challenges throughout the 1980s, nearly leading to collapse amid the competitive RPG market. In January 1986, the company entered a royalty-based publishing partnership with Iron Crown Enterprises (ICE), which assumed responsibility for printing, distribution, and reprints of core titles to stabilize operations. This arrangement provided crucial support, enabling Hero Games to continue developing its ruleset without immediate insolvency. Under ICE's backing, the system evolved toward universality: the fourth edition of Champions appeared in 1989, refining the mechanics, and culminated in the 1990 release of the standalone Hero System Rulesbook, the first edition stripped of genre-specific content to serve as a generic foundation for any campaign style.[12][14]Editions and Evolution
Early Editions (1st-4th)
The Hero System's early editions, released under the Champions banner, established its core identity as a point-based role-playing system designed primarily for superhero campaigns, evolving from a compact set of rules into a more expansive framework. The first edition, published in 1981 as Champions, consisted of a basic 64-page rulebook that introduced a simple point-buy system for acquiring powers, the 3d6 resolution mechanic for determining success on tasks and attacks, and fundamental characteristics such as Strength (STR) and Dexterity (DEX). Figured characteristics, derived from primary stats (such as Physical Defense from STR), were part of the system from this edition. This edition prioritized accessibility for new players, offering a streamlined approach to character creation with a limited selection of powers and no complex modifiers, though it lacked mechanisms like disadvantages to offset costs, potentially leading to unbalanced builds in extended play.[15] The second edition of Champions, released in 1982, doubled the scope to 128 pages, building on the foundational elements by adding dedicated skills categories and a variety of combat maneuvers to simulate dynamic superhero battles.[16] These expansions enhanced tactical depth, allowing for more varied character expressions beyond raw powers, while subtle hints at non-superhero applications—such as espionage or pulp adventure—began to emerge in examples and optional rules. However, the edition's limitations included rudimentary power integration, with modifiers like advantages and limitations handled informally, and figured characteristics continuing to provide automatic derivations from primaries.[16] By the third edition in 1984, Champions had grown to 144 pages, formalizing disadvantages as a means to earn extra character points, which integrated seamlessly with the point-buy economy to promote flavorful, flawed heroes without inflating base costs.[17] This innovation balanced customization and encouraged narrative depth, while the ruleset began supporting genre diversification through supplements like the 1989 Star Hero book, which adapted the system for science fiction with tailored power examples and setting guidelines.[18] Complexity in power modifiers increased modestly, introducing more structured advantages and limitations for effects like area-of-effect or charges, with figured characteristics remaining automatically derived from primary stats.[17] The fourth edition, appearing in 1989 for Champions and 1990 as the generic Hero System rulebook, expanded dramatically to a 416-page core volume that standardized combat via Offensive Combat Value (OCV) and Defensive Combat Value (DCV) for hit determination, alongside multipowers as versatile frameworks to pool and switch between abilities efficiently.[3] This edition solidified the transition to a universal system, incorporating elements from prior genre experiments into a cohesive whole and amplifying modifier complexity to allow fine-tuned powers, such as reduced endurance costs or linked effects.[19] Figured characteristics continued to be automatically derived, providing efficiency in character design. Across these editions, the Hero System demonstrated progressive growth in modular design, with power modifiers evolving from basic add-ons to intricate systems of advantages and limitations that enabled precise simulation of superhero tropes, all while preserving the 3d6 core.[20]Fifth and Sixth Editions
The Fifth Edition of the Hero System, released in 2002 with a revised edition in 2004 and authored by Steven S. Long, was released as a 592-page black hardcover rulebook.[21] This edition reorganized powers into structured categories, including Attack Powers, Defense Powers, and Movement Powers, to improve accessibility and logical grouping for character design.[22] It introduced formal experience point awards for characters, providing guidelines for progression based on roleplaying achievements and challenges overcome.[23] Additionally, the revision addressed inconsistencies in Endurance (END) costs for powers, standardizing their application to prevent exploits and ensure balanced resource management during play.[24] Key mechanical refinements in the Fifth Edition included streamlined skill rolls, where familiarity penalties were standardized to -3 for basic proficiency and -1 for professional levels, simplifying adjudication for gamemasters.[25] The edition also added optional hit location rules, allowing for more detailed injury tracking and tactical depth in combat, alongside grittier play options like called shots and impairing wounds to enhance realism in various genres.[22] The Sixth Edition, released in 2009 as a two-volume set, consisted of the 672-page Character Creation and the 528-page Combat and Adventuring, both authored primarily by Steven S. Long with contributions from Hero Games staff; an optional abbreviated Basic Rulebook of 137 pages is also available.[26] This edition emphasized further modularization of rules, such as optional Strength (STR) minimums for weapons and equipment, enabling gamemasters to tailor complexity to campaign needs.[27] Balance updates included adjustments to Push and Pull mechanics, refining how characters could exert extra effort for enhanced physical feats while preventing abuse through revised costing and limitations.[28] The release highlighted digital PDF formats for accessibility, with official electronic versions distributed through platforms like DriveThruRPG to support modern gaming communities.[26] The Sixth Edition expanded genre-neutral elements, including streamlined complication matching where characters receive 75 points of complications scaled to their total points, focusing on narrative integration without mandatory lists.[29] Backward compatibility with prior editions was a core design principle, with conversion guidelines provided to adapt older materials seamlessly.[30] As of November 2025, no Seventh Edition has been released, and official Hero Games resources continue to position the Sixth Edition as the current standard, with unconfirmed rumors of potential simplifications circulating in community discussions.Core Rules and Mechanics
Resolution System
The Hero System employs a core resolution mechanic based on rolling three six-sided dice (3d6) and succeeding by rolling a total equal to or less than a specified target number, known as a roll-under system.[31] This approach applies universally to skill checks, characteristic rolls, perception attempts, and attack resolutions, creating a consistent framework for determining outcomes across all actions.[31] The possible results range from 3 to 18, producing a bell curve distribution that favors moderate outcomes and inherently limits extreme variability without additional modifiers.[32] For standard task resolution, such as skill or characteristic checks, the target number is typically derived from the relevant ability score, calculated as 9 plus the characteristic divided by 5 (rounded down), resulting in rolls from 3- (for a score of 3) to 18- (for a score of 90 or higher).[31] A roll of 3 always succeeds, while 18 always fails, regardless of the target, ensuring bounded results without open-ended rerolls or escalations.[31] Success on easier tasks, where the target is higher (e.g., 14- or better), covers a broader range like 3-14, whereas harder tasks lower the target (e.g., to 8-), making success rarer and confined to lower rolls like 3-8.[31] Difficulty levels are handled by applying modifiers to the target number, adjusting it up or down based on circumstances to reflect task complexity.[31] Positive modifiers, such as +3 for routine actions or +5 for trivial ones, increase the target to make success more likely, while negative modifiers like -1 to -3 for difficult tasks or -5 or worse for sheer folly decrease it, narrowing the success window.[31] In contested rolls, such as skill versus skill, the active participant rolls first; if successful, the opponent faces a penalty of -1 to their target per point of margin by which the active roll succeeded.[31] Combat resolution follows the same 3d6 roll-under principle but uses a comparative formula for attack rolls: the attacker adds 11 to their Offensive Combat Value (OCV), subtracts the 3d6 roll total, and succeeds if the result equals or exceeds the target's Defensive Combat Value (DCV).[31] For example, an OCV of 6 with a roll of 10 yields 11 + 6 - 10 = 7, allowing a hit on any DCV of 7 or lower.[31] Damage from successful hits is determined by rolling dice scaled to the attack's strength, such as 1d6 per three points of Strength for hand-to-hand strikes or equivalent levels for powers, though specific damage application varies by attack type.[31] Perception and interaction resolutions mirror the core mechanic, using Intelligence (INT)-based roll-unders for searches or detections, where the target is 9 + (INT/5), modified by factors like distance or concealment.[31] Presence attacks, which measure social or intimidation effects, employ a similar Presence (PRE)-based roll-under, adjusted for audience size or emotional state.[31] This system's advantages lie in its simplicity and uniformity, relying solely on standard d6 dice without the need for percentile charts, d20 variability, or specialized polyhedrals, which streamlines play and emphasizes tactical decision-making over random swings.[33] The bell curve distribution further promotes reliable outcomes, rewarding character investment in abilities while allowing modifiers to fine-tune challenge without overcomplicating adjudication.[32]Character Points and Economy
The Hero System employs a point-buy economy to create balanced characters, where Character Points (CP) serve as the fundamental currency for acquiring abilities, ensuring equivalence in power level across player characters regardless of concept. Campaigns establish a Total Points value tailored to the desired power scale, such as 150 CP for street-level heroes, 175 CP for standard heroic settings, 400 CP for typical superheroes, or 500+ CP for cosmic-scale adventures. This total encompasses points spent on positive elements like Characteristics, Skills, Perks, Talents, and Powers, plus an equivalent amount from Matching Complications—negative traits that provide plot hooks and limitations in exchange for additional CP. In sixth edition rules, characters must take exactly the campaign-specified amount of Matching Complications (e.g., 50 CP for heroic or 75 CP for superheroic campaigns), with any shortfall reducing the effective Total Points by 1 CP per unclaimed point, while excess does not grant further spending power; this streamlined approach promotes fair balance without over-reliance on disadvantages.[34] The economy operates through a structured formula for ability costs: the Active Point cost of a Power or element is calculated as its base cost multiplied by (1 + sum of Advantage values), reflecting enhancements like increased range or area; the Real Point cost, which deducts from the character's Total Points, is then the Active Points divided by (1 + sum of Limitation values), accounting for restrictions such as requiring a focus or extra time. For instance, a base 10d6 Blast (50 Active Points) with Area Of Effect (+½ Advantage, multiplying cost by 1.5 to 75 Active Points) and an Obvious Accessible Focus (-1 Limitation, dividing by 2 to 37.5 Real Points, rounded to 37) exemplifies how modifiers fine-tune utility and cost. Characteristics follow simpler scaling (e.g., 1 CP per point of STR), while Skills and Perks have fixed or incremental costs (e.g., 3 CP base for a Skill like Stealth, +2 CP per +1 roll). This system prevents overpowered builds by tying effectiveness directly to expenditure, with gamemaster oversight on maxima and caps to maintain campaign coherence.[34][31] Character growth occurs via Experience Points (XP), awarded by the gamemaster at session's end—typically 1-5 XP per adventure based on participation, roleplaying, and accomplishments—which function identically to initial CP for purchasing improvements or buying off Complications (at full original value, with in-game justification required). In superheroic campaigns, equipment and followers must be bought with CP (e.g., a 300 CP Follower costs 60 CP), whereas heroic settings often provide mundane gear for free via wealth Perks, emphasizing the economy's adaptability to genre. Overall, this framework fosters creative yet equitable character design, prioritizing conceptual balance over unchecked optimization.[34][31]Character Creation Process
Characteristics
In the Hero System 6th edition, characteristics form the foundational attributes of every character, representing innate physical, mental, and social capabilities that influence nearly all aspects of gameplay. These are purchased directly with character points, with no automatic "figured" derivations; however, the rules provide optional standard formulas as guidelines for typical human values. All primary characteristics start at a base value of 10 at no cost (except where noted), reflecting an average human, and increasing them incurs point costs.[34] The seven primary characteristics are Strength (STR), Dexterity (DEX), Constitution (CON), Body (BODY), Intelligence (INT), Ego (EGO), and Presence (PRE). Each serves distinct roles: STR measures physical power and contributes to carrying capacity and melee damage; DEX governs agility, initiative (via Speed), and combat accuracy; CON represents stamina and endurance; BODY indicates overall health; INT reflects mental acuity and perception; EGO denotes willpower and mental defense; PRE captures charisma and social influence. Costs are as shown in the table below, with DEX at 2 points to reflect its broad utility. Comeliness (COM), present in earlier editions, was removed; physical attractiveness is now modeled using the Striking Appearance Talent.[34]| Characteristic | Cost per Point Above 10 | Key Effects |
|---|---|---|
| STR | 1 | Determines lifting capacity (e.g., STR 15 lifts 200 kg); adds to hand-to-hand damage (STR/5d6). |
| DEX | 2 | Sets base for Speed (SPD), Offensive/Defensive Combat Values (OCV/DCV). |
| CON | 1 | Base for Endurance (END), Recovery (REC), Energy Defense (ED). |
| BODY | 1 | Base for Stun (STUN). |
| INT | 1 | Determines Perception (PER). |
| EGO | 1 | Sets mental Defensive Combat Value (DMCV). |
| PRE | 1 | Influences social interactions and Presence Attacks. |
- Physical Defense (PD) = 2 + floor((STR / 5)) (but purchased total).[34]
- Speed (SPD) = floor((DEX - 9)/10) + 1 (purchased total, base example SPD 2).[34]
- Stun (STUN) = (BODY × 2) (purchased total, base 20).[34]
Skills and Perks
In the Hero System, skills represent learned abilities that characters acquire through expenditure of Character Points, enabling them to perform tasks outside of direct combat or supernatural powers. These skills are resolved by rolling 3d6 under a target number, typically calculated as 9 + (relevant Characteristic / 5), rounded down—for instance, an Intelligence (INT) of 15 yields a base roll of 11-.[34] Skills are purchased in increments that improve this roll by +1, with base costs varying by type: 2 Character Points for a standard 11- roll on general Background Skills, or 3 Character Points for Characteristic-based skills, plus 1 additional point per +1 improvement beyond the base. A cheaper familiarity option allows a basic 8- roll for just 1 Character Point, providing rudimentary proficiency without the ability to purchase levels.[34] Skills are organized into categories reflecting different aspects of expertise, each tied to a primary Characteristic for roll determination. Agility skills, based on Dexterity (DEX), include Acrobatics for balancing and tumbling, Climbing for scaling surfaces, and Sleight of Hand for manual dexterity tasks, all costing 3 Character Points for the base roll. Background skills, often using INT, encompass Knowledge Skills (KS) for specialized lore—such as KS: Arcane And Occult Lore at 2 Character Points for an 11- roll—and Area Knowledge (AK) or Languages, which cost 2 Character Points base. Interaction skills, based on Presence (PRE), cover social abilities like Acting and Persuasion at 3 Character Points each. Intellect and Professional skills, also INT-based, include Computer Programming, Deduction, Mechanics, Animal Handler, and Professional Skill (PS), uniformly at 3 Character Points for the base. Transport Familiarity (TF) and Weapon Familiarity (WF) fall under specialized categories, costing 1-2 Character Points per group or item for basic use without penalties.[34] Perks provide minor utility benefits and advantages that enhance a character's lifestyle or resources without granting overt abilities. The Contact perk, for example, represents a useful non-player ally, costing 2 Character Points base for an 11- appearance roll, with additional points to improve reliability or competence—such as 5-10 Character Points for a frequently available normal contact. Money, a common perk, scales wealth levels from Poor (0 Character Points, $5,000/year) to Filthy Rich (15 Character Points, effectively unlimited funds), with intermediate tiers like Wealthy at 10 Character Points for $5,000,000/year income. Fringe Benefit offers privileges such as a License (1 Character Point) or Head of State status (10 Character Points), tailored to campaign needs.[34] Combat skills, a subset focused on enhancing accuracy and efficiency in fights, are purchased separately to modify Offensive Combat Value (OCV) or Defensive Combat Value (DCV). In 6th edition, Combat Skill Levels provide +1 to OCV and +1 DCV for all combat maneuvers at 5 Character Points per level, offering broad applicability. For more limited use, Penalty Skill Levels cost 3 Character Points per level to offset specific combat penalties (e.g., range or hit location). Maneuvers like Martial Strike (4 Character Points for +0 OCV, +1 DCV, +1d6 Normal Damage) offer specialized options. Rapid Fire is handled as an Advantage on ranged attacks, adding +1/2 to a power's cost for multiple shots up to 5. Full Combat Skill Levels at 5 Character Points grant +1 OCV and +1 DCV across all attacks, scalable for higher totals like +2 for 10 Character Points.[34]Powers and Talents
In the Hero System, Powers represent extraordinary abilities that exceed normal human limitations, such as superhuman strength manifestations, energy projection, or environmental manipulation, constructed on an effects-based model where players define the desired game outcome and build it using base elements, Advantages, and Limitations. These are categorized into groups like Attack Powers, Defense Powers, Movement Powers, and Sensory Powers to facilitate character design across genres. The core philosophy emphasizes flexibility, allowing the same mechanical effect to represent diverse special effects, such as a "fire blast" or "telekinetic push," determined after the base mechanics are established.[34] Base costs for Powers are calculated in Active Points, with final costs adjusted by modifiers; for instance, Attack Powers like Blast cost 5 Character Points per 1d6 of Normal Damage, enabling ranged energy projection that inflicts injury based on the dice rolled. Defense Powers include Damage Resistance at 1 Character Point per point of resistance, which reduces BODY damage from Killing Attacks by the purchased amount, providing a layer of protection against lethal effects. Movement Powers such as Flight cost 2 Character Points per 1m of velocity, allowing characters to achieve aerial mobility, while Sensory Powers like Enhanced Senses cost 2 Character Points for +1 to PER Rolls with one Sense Group or 3 Character Points for all groups, improving detection capabilities. Other categories encompass Adjustment Powers (e.g., Drain at 5 points per 1d6 to temporarily reduce attributes) and Mental Powers (e.g., Mind Control at 5 points per 1d6 to influence targets).[34] Modifiers refine these base Powers; common Advantages include Range at +1/2 for attacks that function at distance (increasing a Blast's Active Points by half again), while Limitations like No Range at -1/2 reduce costs for touch-based effects, such as a melee energy drain. Special effects are layered onto the mechanics post-construction, dictating interactions like a Flight power simulating winged propulsion versus anti-gravity, without altering the core cost unless specific modifiers apply. In the Sixth Edition, Power lists were consolidated for streamlined reference, reducing redundancy from prior editions, and optional "Naked" Powers were introduced to apply modifiers or Advantages to inherent abilities like STR without a base Power, enhancing customization.[34] Talents differ from Powers as innate or semi-innate exceptional traits that bridge everyday abilities and superhuman feats, often costing no Endurance to maintain and representing natural aptitudes rather than learned or constructed effects. They include categories like Combat Talents and Miscellaneous Talents, purchased directly with Character Points without extensive modification. For example, Combat Luck costs 2 Character Points per 1d6, granting passive Resistant Physical and Energy Defense equal to the dice roll (averaging 3-4 points per level), simulating uncanny dodginess in combat. Luck, at 5 Character Points per 1d6, allows rerolling failed dice or forcing beneficial outcomes, embodying fortunate happenstance. Like Powers, Talents incorporate special effects for flavor, such as Luck manifesting as timely arrivals rather than dice manipulation.[34] The following table illustrates representative base costs and examples for key Powers and Talents:| Category | Example | Base Cost | Description |
|---|---|---|---|
| Attack Power | Blast | 5 CP per 1d6 | Ranged Normal Damage attack, e.g., 8d6 costs 40 Active Points.[34] |
| Defense Power | Damage Resistance | 1 CP per 1 point | Reduces BODY from Killing Attacks, e.g., 10 points costs 10 CP.[34] |
| Movement Power | Flight | 2 CP per 1m | Aerial movement, e.g., 20m costs 40 CP.[34] |
| Sensory Power | Enhanced Senses | 2-3 CP per +1 PER | +1 to PER Rolls (one group: 2 CP; all groups: 3 CP), e.g., Infrared Perception adds 5 CP.[34] |
| Talent | Combat Luck | 2 CP per 1d6 | Passive Resistant PD/ED, e.g., 2d6 costs 4 CP for ~6 points average defense.[34] |
| Talent | Luck | 5 CP per 1d6 | Reroll aid, e.g., 3d6 costs 15 CP for multiple beneficial interventions.[34] |