Feats are a crucial concept in D&D 3e
as it is the primary way a Character of
a particular Class distinguishes themselves
from every other member of the same Class.
A Character's Feat selection is what makes
one 15th Level Fighter distinct from the
next 15th Level Fighter, in other words.
|
In a hidebound, rigid, structured Class
and Level game system that sort of thing
is very important. In a fluid, flexible,
define whatever you want game system its
basically a given. Since there are no Classes
in the HERO System there really isn't a
need for that sort of a thing; in fact in
some ways its counterproductive to codify
such abilities if diversity is your aim
as it will actually serve to have more Characters
with cookie cutter abilities than fewer. |
In the HERO System you don't need to take
a Power Attack Feat to hit harder or a Dodge
Feat to boost your defenses. You just improve
your damage output by one of many methods
or take advantage of one of the many ways
you can improve your Character's defensive
capabilities. If you want to improve two
marginally related Skills you just take
another +1 with each. If you want to have
some hard core over the top attack ability
to make your Character seem impressive compared
to other Characters then just buy an ability
that suits your desire and call it a day. |
However, all that aside, when converting
a Character from D&D 3e its helpful
to have some idea how to approximate in
the HERO System the same sort of capabilities
the Character's Feats granted them in D&D
3e, and this document offers some advice
on doing just that. |
ARMOR AND WEAPON FEATS |
Armor and Weapon Familiarities are discussed
in Step 4: Converting Professions
under
Converting Common Class Abilities. |
METAMAGIC FEATS |
Metamagic Feats are covered in great detail
in the
Metamagic document. |
ITEM CREATION FEATS |
This web site presents detailed guidelines
for the design and creation of Magic Items
in the
Artificing documents. If the GM
is using these guidelines, you can take
one or more of the Item Creation Extension
Packages detailed below (as appropriate
to your Character's particular mix of Item
Creation Feats), and use them in conjunction
with the processes described in the Artificing
documents regarding the creation of new
Magic Items. |
|
The following list indicates which Item
Creation Extension Package each Item Creation
Feat correlates to: |
- BREW POTION: Alchemy
-
CRAFT MAGIC ARMS AND ARMOR: Artificing
-
CRAFT ROD: Artificing
-
CRAFT STAFF: Artificing
-
CRAFT WAND: Wand Crafting
-
CRAFT WONDROUS ITEM: Artificing
-
FORGE RING: Artificing
-
SCRIBE SCROLL: Scroll Scribing
|
GENERAL FEATS |
General Feats are those that have no special
rules governing their selection by Characters,
beyond the need to have open Feat slots. |
GENERAL FEATS THAT GRANT SKILL BONUSES |
Before converting all of the various "+2
to this and that Skill" Feats (did
anyone ever even actually take these anyway?),
first convert your Character's Skills using
the advice given in the Skills Conversion
document. |
GENERAL FEATS THAT CONVERT INTO MARTIAL
MANEUVERS |
Many of the combat oriented Feats convert
into Martial Maneuvers in the HERO System.
However there is a minimum buy-in for Martial
Maneuvers of 10 Character Points. In other
words your Character can't just cherry pick
the one Maneuver they want; they must spend
at least 10 Points on some collection of
Maneuvers to have any Martial Maneuvers
at all. |
For this reason 10 points worth of topically
related Maneuvers are presented for each
Feat conversion of this sort. If your Character
only has one such Feat, just take all 10
Character Points worth of presented Maneuvers
for that one Feat and you're good to go.
|
However if your Character has several
such Feats (as most Fighters will for instance)
they will likely run themselves out of Character
Points if they take all 10 points worth
of Maneuvers for each Feat. You can
take as many of the Maneuvers presented
as you want and can afford, but so long
as you meet the minimum buy in of 10 Character
Points you don't have to take all
of them if you don't want too; often one
of the provided Maneuvers will adequately
model the Feat in the HERO System and prove
to be sufficient. |
You must define a default Weapon Element
for all the Martial Maneuvers your Character
has, which is typically "Barehanded",
but which can be a type of Weapon if you
prefer. You can buy additional Weapon Elements
for other weapons so that your Character
can use their Maneuvers with those weapons
as well. If you have both Ranged and HtH
Martial Maneuvers, you define a default
Weapon Element for each set separately. |
Each Weapon Element costs 1 Character Point
and it is usually wise to buy at least one
extra Weapon Element so that your Character
can use their Martial Maneuvers with both
their bare hands and weapon of choice.
|
ACROBATIC
|
Your Character jumps and leaps better.
|
Jumpy: +1 w/ Acrobatics |
Leapy: +2" Leap |
Real Cost: 4 Points |
AGILE
|
Your Character is bendy and well balanced. |
Balanced: +1 w/ Breakfall |
Bendy: +1 w/ Contortionist |
Real Cost: 4 Points |
ALERTNESS
|
Your Character is more perceptive than most. |
Perceptive: +1 All PER |
Real Cost: 3 Points |
ANIMAL AFFINITY
|
Your Character does well with Animals. |
Sit!: +1 w/ Animal Handling |
Woah!: +1 w/ Riding |
Real Cost: 4 Points |
ATHLETIC
|
Your Character is good at climbing and swimming. |
Scaler: +1 w/ Climbing |
Ducky: +2" Swimming |
Real Cost: 4 Points |
AUGMENT SUMMONING
|
See the
Metamagic document. |
BLIND-FIGHT
|
Your Character is good at fighting foes
they can't see. |
Don't Need To See You To Fight You:
Combat Sense 11- |
Real Cost: 15 Points |
CLEAVE
|
If your Character Knocks Out or Kills an
opponent with a Melee Attack, they get to
take another Attack on another foe in HtH
range. |
The Follow-Through Attack Talent presented
in Fantasy HERO for 5th Edition on page
106 is an exact conversion of this ability.
|
For Great Cleave you can either improve
the reset condition of the base Trigger
in Follow Through Attack to a full +1 Advantage
"Activating the Trigger is an Action
that takes no time, Trigger resets automatically
immediately after it activates", or
use the option provided in the side bar
of Fantasy HERO on page 106 to convert Follow-through
Attack into a Selective Area of Effect attack. |
You Should Buy Fantasy HERO: Follow-Through
Attack |
Real Cost: 10 Points |
COMBAT CASTING
|
It depends on what Magic System your GM
is using, but the conversions of the D&D
3e Magic Systems provided on this web site
do not need or use a Concentrate Skill.
|
Provided in its stead is an ability that
is probably more generally useful. |
Cast In Relative Safety: +3 DCV;
Only When Casting A Spell In Combat Conditions
(-1/2) |
Real Cost: 10 Points |
COMBAT EXPERTISE
|
Your Character is able to become harder
to hit at he expense of their accuracy.
|
Due to the nature of Combat Skill Levels
in the HERO System the easiest way to model
this is to just buy a couple of spare CSL's.
If your Character is already gaining CSL's
as part of their Base Attack Bonus conversion,
you may or may not want to spend the points
on even more CSL's, so use your discretion. |
I'm An Expert At This: +2 HtH Combat
Skill Levels |
Real Cost: 10 Points |
COMBAT REFLEXES
|
Bad news...your Character is able to abuse
a mechanic that doesn't exist in the HERO
System.
|
However, in the HERO System you can Hold
your Actions and use them to intercept other
people or react to defeat them at a DEX
Roll and go before them. Thus, an extra
point of SPEED comes in very handy if you
want to be play a reactive Character. |
Alternately, if you really want to spend
a lot of points on this ability, refer to
the Attack of Opportunity
"Feat" presented later in this
document. |
I Hold: +1 SPEED |
Real Cost: 10 Points |
DECEITFUL
|
Your Character is good at fooling people
with paper and makeup. |
It's Legit: +1 w/ Forgery |
I'm Legit: +1 w/ Disguise |
Real Cost: 4 Points |
DEFLECT ARROWS
|
Your Character is good at knocking Arrows
and such out of the air before they can
hit them. That's pretty hardcore! |
Missed Me!: Missile Deflection (Arrows,
Slings, Etc.) |
Real Cost: 10 Points |
DEFT HANDS
|
Your Character is good with their hands. |
Handy: +2 w/ Sleight of Hand |
Real Cost: 4 Points |
DIEHARD
|
Your Character keeps on tickin even after
they take a lickin.
|
However, since all Characters keep going
in the HERO System if they are at negative
BODY but still have positive STUN, its not
that exciting in the HERO System.
|
The given ability makes up for that by giving
the Character a little extra oomph when
they get knocked into negative BODY. It's
not a guarantee, but it might make all the
difference. Of course, if your GM will let
you veer from the concept a bit, a Heal
to BODY might be better; just replace "STUN"
with "BODY" if you prefer and
your GM allows. |
Last Gasp: Healing STUN 2d6, Trigger
(Activating the Trigger requires a Zero
Phase Action, Trigger requires a Turn or
more to reset, Character does not control
activation of personal Trigger; Reduced
To Negative BODY; +1/4), Reduced Endurance
(0 END; +1/2) (35 Active Points); 1 Charge
(-2), Self Only (-1/2) |
Real Cost: 10 Points |
DILIGENT
|
Your Character is a pretty sharp tack. |
Keen Eye For Detail: +1 w/ Appraise |
Keen Eye For Pattern: + 1 w/ Cryptography |
Real Cost: 4 Points |
DODGE
|
Your Character is good at not getting hit.
|
The HERO System doesn't make you pick who
your DCV is good against. Just buy a DCV
CSL and call it a day. |
Hard to Hit: +1 DCV |
Real Cost: 5 Points |
ENDURANCE
|
Your Character rarely gets tired, and can
endure great strain. |
I Ain't Tired Yet: +12 END |
I'll Be Good In A Few: +2 REC |
Real Cost: 10 Points |
EXTRA TURNING
|
Your Character is good at Turning Undead
(or other Monster types).
|
Turning is covered in more detail in the
Magic System Conversion for
3e Clerical Magic, so if your GM
is using that System consult that document.
|
The ability provided as a conversion a)
assumes your Character already has the base
effect of the Turn Undead Talent described
in Fantasy HERO (which costs 12 Points),
and b) your GM is allowing this sort of
effect in their campaign. Also, there's
no restriction on how often your Character
can use Turn Undead in the HERO System,
so this adds more effect rather than more
frequency of use. If your Character turns
something other than Undead just modify
the Only vs. Undead Limitation accordingly. |
NOTE: The Turn Undead Talent presented
in Fantasy HERO for 5th Edition is the closest
conversion of this ability. Consult that
reference for more information. |
So Good They Call Me Tina: +50 PRE
Only To Make PRE Attacks (-1), Only vs.
Undead Creatures (-1), Full Phase, Delayed
Phase (-3/4), Limited Effect (-1), Only
Usable While In Good Standing With Faith
(can't be removed; -1/4) |
Real Cost: 10 Points |
FAR SHOT
|
Your Character can shoot farther than usual. |
Far Shot: 1/2 Phase, +1 OCV, -1 DCV,
Range +4, Strike |
Distance Shot: 1+1 Phase, +0 OCV,
-2 DCV, Range +6, Strike , +1 Segment |
Real Cost: 10 Points |
GREAT CLEAVE
|
See Cleave. |
GREAT FORTITUDE |
Your Character is hard to hurt with strange
effects. |
Shrugged It Off: Power Defense: +10 |
Real Cost: 10 Points |
GREATER SPELL FOCUS
|
This Feat has no meaning in the HERO System.
Just spend more points on your Magic System
abilities. |
GREATER SPELL PENETRATION
|
If using the
Magic System Conversions for D&D 3e
provided on this site,
Spell Resistance rules are provided.
If your GM is using those rules, then just
buy a couple extra levels with the School
Skills you want to have Spell Penetration
for or Spellcraft depending on which your
Character is using. |
GREATER
TWO-WEAPON FIGHTING |
See Two Weapon Fighting. |
GREATER WEAPON FOCUS |
See Weapon Focus. |
GREATER WEAPON SPECIALIZATION |
See Weapon Specialization. |
IMPROVED BULL RUSH
|
Your Character is good at pushing people
around. |
They're All So Weak: Shove: 1/2 Phase,
+0 OCV, +0 DCV, +15 STR to Shove |
Huzzah!: Flying Tackle: 1/2 Phase,
+0 OCV, -1 DCV, STR +v/5 Strike; You Fall,
Target Falls; FMove |
How You Like Me Now?: Takedown: 1/2
Phase, +1 OCV, +1 DCV, STR Strike; Target
Falls |
Real Cost: 10 Points |
IMPROVED CRITICAL
|
Your Character is good at jabbing foes in
places that hurt. |
Time To Get Stabby!: Find Weakness
11- with Single Attack |
Real Cost: 10 Points |
IMPROVED DISARM
|
Your Character is good at divesting others
of weapons. |
Swipe: Passing Disarm: 1/2 Phase,
-1 OCV, -1 DCV, Disarm, +10 STR to Disarm;
FMove |
Gimme: Takeaway: 1/2 Phase, +0 OCV,
+0 DCV, Grab Weapon, +10 STR to take weapon
away |
Real Cost: 10 Points |
IMPROVED FAMILIAR
|
Your Character has a better Familiar than
the next guy. |
This Should Go Without Saying: Just
spend 10 more points on your familiar Follower. |
Real Cost: 10 Points |
IMPROVED FEINT
|
Your Character is good at suckering opponents
into disadvantageous circumstances in combat. |
NOTE: The Ultimate Skill includes
a new Skill called Feint. |
The Ultimate Skill Is Cool: Feint
Skill + 1 |
Really Good At Feinting: +2 with
HTH Combat (10 Active Points); Requires
A Skill Roll (Feint Skill; Active Point
penalty to Skill Roll is -1 per 5 Active
Points; -1) |
Real Cost: 10 Points |
IMPROVED GRAPPLE
|
Your Character is good in clinches. |
Clinch Em: Martial Grab: 1/2 Phase,
-1 OCV, -1 DCV, Grab Two Limbs, 20 STR for
holding on |
Flip Em: Martial Throw: 1/2 Phase,
+0 OCV, +1 DCV, STR +v/5, Target Falls |
Squeeze Em: Crush: 1/2 Phase, +0
OCV, +0 DCV, +4d6 Crush, Must Follow Grab
|
Real Cost: 10 Points |
IMPROVED INITIATIVE
|
Your Character is good at going first...and
hopefully last. |
Me First!: Lightning Reflexes: +3
DEX to act first with All Actions |
Real Cost: 5 Points |
IMPROVED OVERRUN
|
See Improved Bull Rush above; the HERO System
doesn't make a distinction between the two
abilities. |
IMPROVED PRECISE SHOT
|
See Precise Shot. |
IMPROVED SHIELD BASH
|
Your Character is good at bashing with their
Shield while also using it defensively. |
Have My Cake And Eat It Too: +3 with
DCV (15 Active Points); OAF (Shield; -1),
Only When Using Shield To Bash (-1) |
Real Cost: 5 Points |
IMPROVED SUNDER |
Your Character is good at wrecking opponents
weapons and gizmos. |
I Just Want To Smack It!: + 1 OCV
to Strike Foci |
And Break It Real Good!: Deadly Blow:
+2d6 (vs. Foci) |
Real Cost: 10 Points |
IMPROVED TRIP
|
Your Character is good at putting people
on their rear ends. |
They All Fall Down: Legsweep: 1/2
Phase, +2 OCV, -1 DCV, +2d6 Strike, Target
Falls |
Blocking Trip: Defensive Throw: 1/2
Phase, +1 OCV, +1 DCV, Block, Target Falls |
That's Gotta Hurt: Joint Lock/Throw:
1/2 Phase, +1 OCV, +0 DCV, Grab One Limb;
1d6 NND ; Target Falls |
Real Cost: 10 Points |
IMPROVED UNARMED STRIKE
|
Your Character is really good at beating
people up with their fists.
|
Jab: Offensive Strike: 1/2 Phase,
-2 OCV, +1 DCV, +4d6 Strike |
Roundhouse: Sacrifice Strike: 1/2
Phase, +1 OCV, -2 DCV, +4d6 Strike |
Real Cost: 10 Points |
INVESTIGATOR
|
Your Character is sleuthy. I don't think
any D&D PC ever actually had this ability,
but just in case yours did (and kudos for
going for an off beat concept), it is recommended
you buy the Deduction Skill. |
It's Elementary: Deduction Skill
+1 |
Real Cost: 5 Points |
IRON WILL
|
Your Character is hard to affect with Mental
powers and Mind Control effects. |
Iron Headed: Mental Defense +10 |
Real Cost: 10 Points |
LEADERSHIP
|
The most powerful Feat there ever was or
will be.
STEP 5: Gear, Followers, and Property
discusses the approaches to take to convert
your cohort(s) and followers. |
LIGHTNING REFLEXES
|
Your Character is good at getting out of
the way of danger. |
Hard to Hit: +1 DCV |
DIVE!!!!: Penalty Skill Levels: +3
vs. Dive For Cover Penalties For Distance |
Real Cost: 10 Points |
MAGICAL APTITUDE
|
This Feat is beyond lame. Just spend more
points on your Character's Magic System
abilities. |
MANYSHOT
|
Your Character is good at plinking away
at opponents. |
You Should Buy Fantasy HERO: Rapid
Archery Talent |
Real Cost: 4 Points |
MOBILITY
|
Your Character is good at moving around
in combat. |
Battlefield Strut: Defense Maneuver
IV |
Real Cost: 10 Points |
MOUNTED ARCHERY
|
Your Character is good at shooting bows
from horses. |
You Should Buy Fantasy HERO: Mounted
Warrior (Ranged Combat) |
Real Cost: 4 Points |
MOUNTED COMBAT |
Your Character is good at fighting from
the saddle. |
You Should Buy Fantasy HERO: Mounted
Warrior (HTH Combat) |
Real Cost: 4 Points |
NATURAL SPELL
|
Um...yeah. You don't have to buy an ability
to do this in the HERO System. |
NEGOTIATOR
|
Your Character is a smooth talker. |
Lets Talk: +2 w/ Conversation |
Real Cost: 4 Points |
NIMBLE FINGERS
|
Your Character is good with their hands. |
Twiddle: +1 w/ Disable Device |
Tweak: +1 w/ Lockpicking |
Real Cost: 4 Points |
PERSUASIVE
|
Your Character is beguiling. |
You Believe Me Don't You?: +2 w/
Persuasion |
Real Cost: 4 Points |
POINT BLANK SHOT
|
Your Character is good at short range. |
Skirmisher: Defensive Shot: 1/2 Phase,
-1 OCV, +2 DCV, Range +0, Strike |
This Is Going To Hurt: Offensive
Shot: 1/2 Phase, -1 OCV, -1 DCV, Range +0,
Strike, +4 DC |
How's Your Mum?: Chip Shot: 1/2 Phase,
-1 OCV, +1 DCV, Range +0, Strike, +2 DC |
Real Cost: 10 Points |
POWER ATTACK
|
Your Character is good at wracking up the
big damage at the expense of accuracy. |
Due to the way Combat Skill Levels work
in the HERO System, you can already convert
them to damage instead of using them to
increase your OCV or DCV. A couple more
levels come in handy for this purpose. If
your Character is already gaining CSL's
as part of their Base Attack Bonus conversion,
you may or may not want to spend the points
on even more CSL's, so use your discretion. |
Heavy Hitter: +2 HtH Combat Skill
Levels |
Real Cost: 10 Points |
PRECISE SHOT
|
Your Character is good at shooting into
Combat. |
You Should Buy Fantasy HERO: Combat
Shooting |
Real Cost: 8 Points |
QUICK DRAW
|
Your Character is fast on the draw. |
Call Me McGraw: Fast Draw (Melee)
+1 |
Real Cost: 5 Points |
RAPID RELOAD
|
Your Character is fast at reloading. |
Fast Knock: Fast Draw (Ranged) +1 |
Real Cost: 5 Points |
RAPID SHOT
|
See Manyshot. |
RIDE-BY ATTACK
|
Your Character fights well from horseback.
This ability is already basically possible
with the Riding Skill. |
Combat Jockey: +2 w/ Riding |
Real Cost: 4 Points |
RUN
|
Your Character is a good sprinter. |
Swift: x4 Non Combat Multiple for
Running |
Real Cost: 5 Points |
SELF-SUFFICIENT
|
Your Character is good at healing and surviving. |
It's Not As Bad As It Looks: +1 w/
Paramedics |
Some Kinds Of Tree Bark Is Actually Quite
Tasty: +1 w/ Survival |
Real Cost: 4 Points |
SHOT ON THE RUN
|
Bad news...the HERO System doesn't allow
the Full Move Element for Ranged Martial
Maneuvers. However, you could take extra
Running equal to your Character's normal
Running, but with the Limitation "Only
To Calculate Half Moves (-1/2)". You
have to pay END for the extra inches of
movement when you use the ability. |
Never Slow Down: +6" of Running,
Only to Calculate Half Moves (-1/2) |
Real Cost: 8 Points |
SKILL FOCUS
|
Just buy levels with the Skills you want
in the normal fashion. |
SNATCH ARROWS
|
Your Character can not only deflect arrows
and such, he can even catch them and toss
them back. |
It's All In The Reflexes: Add Reflection
to Deflect Arrows |
Real Cost: +20 Points |
SPIRITED CHARGE
|
Your Character is pretty impressive when
charging around on horseback. |
I Hit Better When I Go Faster: +
1 OCV when Charging |
Here Comes The Cavalry: Deadly Blow:
+1d6 (when Charging On Horseback) |
Real Cost: 10 Points |
SPRING ATTACK
|
Your Character is good at attacking on the
move. |
Moving Strike: Passing Strike: 1/2
Phase, +1 OCV, +0 DCV, STR +v/5; FMove |
Moving Ambush: Passing Throw: 1/2
Phase, +0 OCV, +0 DCV, STR +v/5; Target
Falls; FMove |
Real Cost: 10 Points |
STEALTHY
|
Your Character is good at going unseen and
unheard. |
Mobile Stealth: +1 w/ Stealth |
Stationary Stealth: +1 w/ Concealment |
Real Cost: 4 Points |
STUNNING FIST
|
Your Character is good at punching opponents
into a stupor. |
Bell Ringer: Blinding Blow: 1/2 Phase,
-2 OCV, -2 DCV, 2d6 NND, 3d6 Flash (Sight,
Hearing) |
Mighty Fist: Stunning Blow: 1/2 Phase,
+1 OCV, +1 DCV, 2d6 NND |
Real Cost: 10 Points |
TOUGHNESS
|
Your Character is harder to kill than normal. |
NOTE: This also provides some extra
STUN due to Figured Characteristics. |
Old Hard To Kill: +2 BODY |
Real Cost: 4 Points |
TRACK
|
Your Character is good at tracking people. |
Pathfinder: Tracking +1 |
Real Cost: 5 Points |
TRAMPLE
|
Your Character is good at attacking people
from horseback. |
Like most of the attack of opportunity related
Feats, this one has no real relevance in
the HERO System. Lets just call it a bonus
to Riding. |
Rough Rider: +2 to Riding |
Real Cost: 4 Points |
TWO-WEAPON DEFENSE
|
Your Character is good at using a second
weapon to ward off attacks. |
In the HERO System this is easily handled
using the Off Hand Weapon Familiarity. However,
that only costs 1 point, so we'll throw
in a little gravy too. |
Main Gauche: WF: Off Hand |
Off Hand Deflection: +1 with DCV
(5 Active Points); Only When Wielding Two
HtH Weapons In Melee (-1/2) |
Real Cost: 4 Points |
TWO-WEAPON FIGHTING
|
Your Character is Adept at dual-wielding. |
For Improved and Greater Two-Weapon Fighting
just take some OCV levels to offset the
Sweep Penalty (like the Whirlwind Attack
Feat conversion does). |
TWF: Two Weapon Fighting |
Real Cost: 10 Points |
WEAPON FINESSE
|
Your Character is accurate via Dexterity
rather than Strength with a given weapon. |
In the HERO System all Characters use DEX
to determine accuracy (OCV) for all their
Attacks, so bonus for you. There is no need
to convert this ability at all, but if you
really wanted to, you could take a couple
of extra OCV levels with your Character's
weapon of choice. |
You Really Don't Need To Buy This:
+2 OCV w/ Strike w/ Weapon of Choice |
Real Cost: 4 Points |
WEAPON FOCUS & GREATER WEAPON FOCUS |
Your Character is particularly skilled with
a specific sort of weapon. |
Stabbity: +2 OCV w/ Strike w/ Weapon
of Choice |
Real Cost: 4 Points |
Deft: Upgrade to +2 OCV w/ Weapon
of Choice |
Real Cost: +2 Points |
WEAPON SPECIALIZATION & GREATER WEAPON
SPECIALIZATION |
Your Character is able to do more damage
with a particular type of weapon. |
As this ability is exclusive to Fighters,
it is covered in (great) detail in the
Fighter Conversion document. |
WHIRLWIND ATTACK
|
Your Character is able to scythe down foes
like wheat to the scythe. |
Of course, all Characters can already do
this using the Sweep Maneuver. However,
your Character can definitely be better
at it. You should also consider getting
the Rapid Attack (HtH) Skill which allows
your Character to Sweep as a 1/2 Phase Action
rather than a Full Phase. |
Kill Them...Kill Them ALL!!!!: +5
OCV with Sweep {allows four strikes with
almost no penalty} |
Real Cost: 10 Points |
ATTACKS OF OPPORTUNITY |
Attacks of Opportunity (AoO) have no direct
equivalent in the HERO System.
|
REACTING TO OTHER CHARACTERS IN THE HERO
SYSTEM |
The ability to react to other Characters
defensively is handled with defensive Maneuvers
that can be Aborted to (Dodge, Block, Dive
For Cover, Roll with Punch) and other actions
that are taken to improve a Character's
defense such as Aborting to ready a Shield,
stand up (to improve DCV), activate some
sort of Power that grants protection from
harm, and similar effects.
|
The ability to react to other Characters
offensively is handled by Holding an Action
from a previous Phase and waiting to see
what other Characters are doing before committing
to an Action. You can chose to take your
Action at any point after your Phase and
before the Segment your next Phase is in,
but if you want to interrupt another Character's
Action you must declare your intent and
win at an opposed DEX Roll against the Character
you are interrupting. Once you declare your
intent to interrupt you are committed to
the Action you declared even if you fail
the DEX off; you couldn't decide to Abort
to a defensive option with the Held Action
for instance.
|
ATTACK OF OPPORTUNITY AS A SUPER SKILL |
This ability to react to events in play
is common to all Characters in the HERO
System and works quite well. However, if
a player is just hung up on the AoO concept
and feels like their Character absolutely
must have the ability to make Attacks of
Opportunity to be playable, the following
option is presented as a "Feat". |
With GM permission, a Character can buy
a Power as a "Super Skill" that
allows them to Attack other Characters attempting
to move around or past them or leaving HtH
range with the Character by moving more
than one hex, even if the Character does
not currently have a Held Action. Other
aspects of AoO could be modeled in similar
ways by increasing the number of Triggering
conditions. |
RESTRICTIONS ON USAGE |
The ability can be assumed to be on at all
times as long as the Character is conscious
and not stunned for ease of play since the
Character can activate it each Phase as
an Action that takes no time anyway, but
some restrictions do apply to its use: |
- The Character must be conscious and reasonably
capable of making a creditable Attack (not
currently Stunned, Entangled, Grabbed, Prone
or otherwise impaired).
- The Character must be aware of and be able
to perceive the target of the ability with
a Targeting Sense (typically Sight for normal
Characters).
- The Character must have an HKA based weapon
drawn and usable.
- The GM might allow an appropriate
Fast Draw Roll at a -4 penalty to draw a
weapon so that the Trigger can be used if
the Character does not currently have a
weapon in hand and a viable target presents
itself, though this violates the normal
rules for taking Actions when it is not
a Character's Phase.
- The targets of the ability must be within
reach.
- The Trigger Power itself does not cost END,
but the Character must pay END for the STR
they use for each separate Attack just as
if it were an Autofire ability (normally
a Character only pays END for STR once per
Phase).
- The Character doesn't get to chose to attack
some valid targets and not others; if the
Triggering condition(s) are met, the Character
must make the attack. This may cause the
Character to burn STUN for END or suffer
some other detriment (such as attacking
an opponent with a Damage Shield).
- If the Character wishes to stop making Attacks
of Opportunity with the ability they can
turn the Trigger off as part of an Aborted
Action (or more accurately, choose to not
reactivate the Trigger).
- The same target can only be affected by
this ability once until the Character activates
the Trigger again on their next Phase, even
if the target meets both conditions or the
same condition multiple times before the
Character's next Phase.
- The Character must succeed at an Attack
Roll with all applicable modifiers vs. the
target. However, even if the Character misses
vs. one opponent they can still use the
ability against other valid targets afterwards.
- The GM has final determination of whether
the Character has made too many Attacks
of Opportunity in a particular Segment or
series of Segments for one activation of
the Trigger and can decide that the ability
stops working until the Character has another
Phase and activates the Trigger again.
- How many attacks are appropriate with one
activation of this ability is left to individual
GM's discretion, but GM's should consider
that the ability is very expensive when
making their decision, and shouldn't be
too harsh. One method of determining how
many uses is acceptable per activation of
the Trigger is to base it on (DEX / 5),
rounded in the Character's favor.
|
HERO SYSTEM WRITE UPS |
Two options are presented for this ability.
The first assumes that the GM does not allow
Naked Power Advantages (NPA) applied to
free Equipment to be purchased by Characters
and thus requires the effect to be bought
as a full Power. The second is an NPA version.
Both are functionally equivalent; the only
difference is in AP and cost. The cost of
both abilities is high but accurately reflect
their effect on the game as this is a very
powerful option. |
Opportunity Attacker: (75
Active Points) |
Killing Attack - Hand-To-Hand +2d6 (vs.
PD) |
Trigger (Two Conditions, Activating the
Trigger is an Action that takes no time,
Trigger resets automatically immediately
after it activates; Trigger Can Expire (GM
Discretion) +1) |
- Opponent Attempts To Move Around / Past
Character
- Opponent Is In HtH Range With Character
And Moves More Than 1" Away In Order
To Leave HtH Range
|
Reduced Endurance (0 END; +1/2) |
OIF (Weapon of Opportunity; -1/2) |
Real Cost: 50 Points |
Opportunity Attacker: (45
Active Points) |
Naked Power Advantage for up to 30 Active
Points of HKA |
Trigger (Two Conditions, Activating the
Trigger is an Action that takes no time,
Trigger resets automatically immediately
after it activates; Trigger Can Expire (GM
Discretion) +1) |
- Opponent Attempts To Move Around / Past
Character
- Opponent Is In HtH Range With Character
And Moves More Than 1" Away In Order
To Leave HtH Range
|
Reduced Endurance (0 END; +1/2) |
OIF (Weapon of Opportunity; -1/2) |
Real Cost: 30 Points |