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.(Hero System Fifth Edition Rule Book, page 22)
Dexterity represents a character's agility and reaction time. It also represents accuracy; a character's Combat Value (CV) and is his DEX/3.(Hero System Fifth Edition Rule Book, page 22-23)
Constitution represents a character's health and hardiness.(Hero System Fifth Edition Rule Book, page 23)
Body represents how much damage a character can take before dying.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.UPWARDMOVEMENTONLYFORWARDMOVEMENTONLY(Hero System Fifth Edition Rule Book, page 50; Star Hero, page 47)
Characters with this Intellect Skill understand how to build, maintain and repair electronic systems.
LANGUAGEAny language of an alien speciese.g. Jaruma, Korundar, Krrst, Osathri, Shiseki, Xenovore, Zmme.g. TkakiPLANETARY DIALECTTERRAN INTERLINGUA(Hero System Fifth Edition Rule Book, page 43-44)
This Background Skill represents a level of fluency in, and knowledge of, a language.
(Hero System Fifth Edition Rule Book, page 45)
A character with this Intellect Skill can determine his location and plot an efficient course between two points.
PILOTINGPILOTINGPILOTINGPILOTINGPILOTINGPILOTINGPILOTINGPILOTINGPILOTINGPILOTINGPILOTINGPILOTINGPILOTINGPILOTINGPILOTINGDRIVINGDRIVINGDRIVINGDRIVINGDRIVINGDRIVINGDRIVINGDRIVINGDRIVINGDRIVINGPILOTINGPILOTINGPILOTINGPILOTINGPILOTINGPILOTINGPILOTINGDRIVINGDRIVINGDRIVINGDRIVINGDRIVINGDRIVINGDRIVINGDRIVINGDRIVINGDRIVINGPILOTINGDRIVINGDRIVINGDRIVINGRIDINGANIMALSCAMELSDOGSEQUINESFLYINGBEASTSHUGEBEASTSSWIMMINGBEASTSOTHERRIDINGDRIVINGRIDINGANIMALSCAMELSDOGSEQUINESFLYINGBEASTSHUGEBEASTSSWIMMINGBEASTSOTHERRIDINGRIDINGRIDINGRIDINGRIDINGRIDINGRIDINGRIDINGRIDING(Hero System Fifth Edition Rule Book, page 51-52)
This Background Skill allows characters to drive or pilot specific types of vehicles, or ride a living mount, under routine conditions.
RANGEDRANGEDRANGEDRANGEDRANGEDRANGEDRANGEDRANGEDRANGEDRANGEDHTHRANGEDRANGEDRANGEDRANGEDRANGEDRANGEDRANGEDHTHHTHHTHHTHHTHHTHHTHHTHHTHHTHHTHHTHHTHHTHHTHRANGEDRANGEDRANGEDRANGEDRANGEDRANGEDRANGEDRANGEDRANGEDRANGEDRANGEDRANGEDHTHRANGEDRANGEDRANGEDRANGED(Hero System Fifth Edition Rule Book, page 53-54; Star Hero, page 48)
Weapon Familiarity represents the knowledge of how to use specific weapons.
This Intellect skill allows a character to build, maintain and repair arms and armour.(Hero System Fifth Edition Rule Book, page 55; Terran Empire page 126)
A character with this Perk has access to a heavily restricted database, such as those of governments or corporations.(Hero System Fifth Edition Rule Book, page 57; Terran Empire page 126)
A character with this Perk, also known as Alternate Identity, has a long established, nigh-unquestionable, false identity or disguise which he can use. The cover is so well-established that no one suspects it is a cover.INTERNATIONALPOLICEThis Perk represents the character's access to classified or secret data. Typically this is government data or something similar.This Perk represents the benefits which accrue to a character from belonging to a large and/or powerful organization. The character can call on the group's resources when he needs them.(Hero System Fifth Edition Rule Book, page 58-59)
A Fringe Benefit is a Perk which the character acquires from his job or background - a "perk" in the classic sense.STANDARDDEFENSE(Hero System Fifth Edition Rule Book, page 89)
Armour provides a character with Resistant Defenses. Character can only buy Armor for PD or ED. They must specify the type of Armor defense when they buy the armor.STANDARD(Hero System Fifth Edition Rule Book, page 127-128)
A character with Life Support can operate in unfriendly or deadly environments without harm, and/or needs reduced resources to maintain his health and life. Examples of Life Support include gas masks, SCUBA gear, elixirs of eternal youth, and taking tiny doses of a poison to build up an immunity to its effects.A character with this ability can be broken down into its component parts and reassembled without suffering damage thereby. It is primarily intended for robots and the like.(Hero System Fifth Edition Rule Book, page 127)
A character may hold his breath longer than normal.SELFCONTAINEDBREATHING(Hero System Fifth Edition Rule Book, page 127)
The character may breathe in one type of unusual environment (under water, in methane, and so on).SELFCONTAINEDBREATHING(Hero System Fifth Edition Rule Book, page 127)
The character's breathing is self-contained (he does not need to breathe at all).EXTENDEDBREATHINGEXPANDEDBREATHING(Hero System Fifth Edition Rule Book, page 127)
Diminished Eating increases the time periods during which the character can go without food and drink (and thus diminish his need to excrete as well).(Hero System Fifth Edition Rule Book, page 127)
Diminished Sleep decreases the amount of sleep a character needs.(Hero System Fifth Edition Rule Book, page 127)
The character ages more slowly than normal people.(Hero System Fifth Edition Rule Book, page 127)
The character is immune to the effects of a particular drug, poison, disease, or similar substance.(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.
SECTIONAL_DEFENCES(Hero System Fifth Edition Rule Book, page 181)
A Power with this Limitation only works some of the time -- it's unreliable.
This limitation is for those abilities and/or characteristics that are obtained through cybernetic devices, whether they be body modifications or gadgets. Cybernetic abilities can be shut down or even destroyed by EMP effects, and can be subject to interference by electrical or magnetic fields.DEFENSESECTIONAL_DEFENCES(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 protects only part of the body. It must be cleaned and maintained, or it begins to fall apart on him, providing less and less defense until it becomes completely ruined and useless. (Note: this limitation combines those for Real Armour and Activation Roll).ATTACKMAYBEDISASSEMBLEDA character with this Disadvantage can be knocked to pieces by damage -- the value of the Disadvantage depends on how easily disassembly occurs, and how much it impedes the character when it does.