ATTACK(Hero System Fifth Edition Rule Book, page 20-22)
Strength represents the character's raw physical power: how much damage he does in HTH Combat; how much he can lift, carry, and throw, and so forth.MOVEMENTMOVEMENTA character with Leaping can leap great distances. Examples of Leaping include characters with super-strong leg muscles, a martial artist's phenomenal leaping ability, or spring-boots.This Adder represents a character whose Leaping is always accurate. The character need not make an Attack Roll to land in his target hex.Leaping with this Limitation does not improve a character's vertical leap, only his forward leap.UPWARDMOVEMENTONLYFORWARDMOVEMENTONLYARMORSMITH(Fantasy Hero, page 85)
This Agility skill allows a character to create or repair metal armour.(FREd, page 53; Fantasy Hero, page 96)
Characters with this Intellect Skill can make, maintain, and repair various types of weapons. They can also identify the origin, uses, and effects of any weapon they are familiar with or have time to analyze.
This Talent allows a character to more efficiently utilize the magic-using ability inherent to everybody. Each level of Channeling allows the character to add the sum of their INT, EGO and PRE to the Active Point limit of the spells they are capable of casting.STANDARDDEFENSEPhysicalHero System Fifth Edition Rule BookEnergyHero System Fifth Edition Rule BookMentalHero System Fifth Edition Rule BookHero System Fifth Edition Rule Book(Hero System Fifth Edition Rule Book, page 95) A character with Damage Reduction is tougher than normal characters; only part of any damage which gets through his defenses is applied to his STUN or BODY. Characters purchase Damage Reduction separately for each type of attack (Physical, Energy or Mental), list it as a percentage (it removes 25%, 50%, or 75% of the damage taken), and must define it as Normal or Resistant.Hero System Fifth Edition Rule Book(Hero System Fifth Edition Rule Book, page 95) Damage Reduction with this Limitation effects STUN or BODY damage only.Hero System Fifth Edition Rule Book(Hero System Fifth Edition Rule Book, page 95) Damage Reduction with this Limitation only works against a specific special effect, or does not protect against attacks of a specific special effect.PDHero System Fifth Edition Rule BookEDHero System Fifth Edition Rule BookSTANDARDATTACKPLUSONEPIPHero System Fifth Edition Rule BookPLUSONEHALFDIEHero System Fifth Edition Rule BookHero System Fifth Edition Rule BookSidekick(Hero System Fifth Edition Rule Book, page 104) A character with Energy
Blast can attack at Range, doing Normal Damage. Examples of Energy Blasts include a
superhero's force blast, many types of blunt throwing weapons, a wizard's bolt of
mystical energy, rubber bullets, or a Galactic Trooper's blaster rifle.Hero System Fifth Edition Rule Book(Hero System Fifth Edition Rule Book, page 104) A character may define
his Energy Blast as a STUN Only attack against PD or ED.STANDARDATTACKHero System Fifth Edition Rule BookPLUSONEPIPHero System Fifth Edition Rule BookPLUSONEHALFDIEHero System Fifth Edition Rule Book(Hero System Fifth Edition Rule Book, page 119) This is a mandatory
Limitation for the Hand-To-Hand Attack PowerHero System Fifth Edition Rule BookSidekick(Hero System Fifth Edition Rule Book, page 119) A character with
Hand-To-Hand Attack (HA) does more than his normal amount of damage in HTH Combat.
Each die of HA adds to the character's regular damage from STR. Examples of HA
include clubs, especially powerful punches, or energized gauntlets which improve a
character's punch.PDHero System Fifth Edition Rule BookEDHero System Fifth Edition Rule BookHero System Fifth Edition Rule BookPLUSONEHALFDIEMINUSONEPIPHero System Fifth Edition Rule BookPLUSONEPIPMINUSONEPIPHero System Fifth Edition Rule BookPLUSONEHALFDIEPLUSONEPIPSTANDARDATTACKHero System Fifth Edition Rule BookSidekick(Hero System Fifth Edition Rule Book, page 124) A character with
Hand-To-Hand Killing Attack (HKA) can make an attack in HTH Combat which causes
Killing Damage. Some examples of HKA include claws, fangs, bladed weapons such as
knives, and laser swords.Hero System Fifth Edition Rule Book(Hero System Fifth Edition Rule Book, page 124) This Power Advantage
increases the STUN Multiplier of a Killing Attack.DECREASEDSTUNMULTIPLIERHero System Fifth Edition Rule Book(Hero System Fifth Edition Rule Book, page 124) A Killing Attack with
this Limitation tends to do less STUN than a regular Killing
Attack.INCREASEDSTUNMULTIPLIERHero System Fifth Edition Rule BookPDHero System Fifth Edition Rule BookEDHero System Fifth Edition Rule BookSTANDARDATTACKHero System Fifth Edition Rule BookPLUSONEHALFDIEMINUSONEPIPHero System Fifth Edition Rule BookPLUSONEPIPMINUSONEPIPHero System Fifth Edition Rule BookPLUSONEHALFDIEPLUSONEPIPHero System Fifth Edition Rule BookSidekick(Hero System Fifth Edition Rule Book, page 125) A character with Ranged
Killing Attack (RKA) can make an attack in Ranged Combat which causes Killing
Damage. Some examples of RKA include bullets, arrows, lasers, flamethrowers, and
throwing knives.Hero System Fifth Edition Rule Book(Hero System Fifth Edition Rule Book, page 125) This Power Advantage
increases the STUN Multiplier of a Killing Attack.DECREASEDSTUNMULTIPLIERHero System Fifth Edition Rule Book(Hero System Fifth Edition Rule Book, page 125) A Killing Attack with
this Limitation tends to do less STUN than a regular Killing
Attack.INCREASEDSTUNMULTIPLIER(Hero System Fifth Edition Rule Book, page 181)
A Power with this option has a chance to burn out every time a character uses it. Unlike a regular Activation Roll, Burnout is rolled after the character uses the Power. If the roll succeeds, he cay use the Power again normally. If he fails the roll, the Power burns out and he cannot use it again for the rest of the adventure.
(Hero System Fifth Edition Rule Book, page 181)
A Power with this Limitation can jam during use. Each time a character tries to use the Power, he must first make his Activation Roll. If he makes it, the Power functions normally. If he fails the roll, the power does not activate, and it will not work for the rest of the adventure.
PARTIAL_ARMOUR(Hero System Fifth Edition Rule Book, page 181)
A Power with this Limitation only works some of the time -- it's unreliable.
DEFENSEPARTIAL_ARMOUR(Hero System Fifth Edition Rule Book, page 334)
Real Armor signifies that the character must spend time cleaning and maintaining his armor, or it begins to fall apart on him, providing less and less defense until it becomes completely ruined and useless.DEFENSEREALARMORACTIVATIONROLLThis limitation is applied to real armour that protects only part of the body. It must be cleaned and maintained or it begins to fall apart, providing less and less defense until it becomes completely ruined and useless. (Note: this limitation combines those for Real Armour and Activation Roll).(Hero System Fifth Edition Rule Book, page 162) This is used for Powers which do not affect normal defenses or for Powers which do not have a normal "To Hit" roll. Autofire purchased against these types of Powers must be purchased at an additional +1 cost.(Hero System Fifth Edition Rule Book, page 162) A character can use a Power with Autofire to hit a target more than once in a single Phase.