Exponential Heroes Rules Manual 2020
Exponential Heroes Rules Manual 2020
This revision is based on the Second Edition Boxed Set. This is because during a
time of great financial hardship, I had to liquidate much of my DC Heroes collection,
including my 3e Rulebook. However, I had held onto my 2e boxed set - bought new from
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Showcase Comics in 1991 - all these years and I wasn't giving it up!
Because it is based on the 2e, some material from 3e is re-presented. I also chose
to present the material in such a way as to line up with how the material in the books of
the 2e is presented. The exception to this is the Roster Book. The Roster Book that is
completed here contains all the listings for gadgets, vehicles, NPCs, animals, monsters,
and structures and furnishings. It does not contain character write-ups. I will be doing
those after I have done all of the core material.
However, I am torn as to proceed with the character write-ups. Should I revise the
write-ups that I have already done here, or should I start from new and go forward?
And by the way... I have finally bought and read much of the New 52. It's not as bad as I
thought it would be.
Many powers add to a character’s abilities. In the case where more than one
effect adds to a character’s power, they do not stack. Instead, use the higher effect. If the
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two effects are equal in APs, add 1 AP to one effect (effectively doubling it).
AP EQUATIONS
MOVEMENT
Characters without a movement power have a maximum land movement equal to their
APs of DEX, to a maximum of 4 and a maximum swimming movement equal to their APs
of DEX, to a maximum of 3. A character can move at their top speed for APs of time
equal to their BODY.
A character without a movement power can cover a maximum of 30 miles (15 APs) in an
8 hour day (13 APs). This averages out to a movement of 2. If the character has a
movement or 2 or less, this is reduced to 14 APs.
Speed can be pushed by a character without a movement power, but it can only
be increased by 1. Other RAPs are lost. More commonly, the character pushes the
amount of time he can move. This is resolved as a normal push, but RAPs are added to
the APs of time the character can maintain their top speed.
A character moving at 12 APs or more may travel over water as if it were solid ground or
up walls as if they were horizontal.
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Starships often travel at speeds approaching the speed of light. If they travel at
these speeds in an atmosphere they will fly straight out of it. Thus, they cannot exceed 15
APs of speed and remain in an atmosphere.
Crushing Attack
A Crushing Attack is a normal physical attack with the OV/RV equal to the
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target’s DEX/BODY. The AV equal to the attacker’s Animal Handling (Riding or Drive
Team), Vehicles, or DEX if large. The EV is the animal's or large attacker’s STR, or, if a
vehicle, the vehicle’s APs of weight.
To a target, the Crush Attack is very obvious, so he gets a +2 CS to his OV to avoid it.
However, once it hits, the Crush Attack is very dangerous to a target, causing his RV to
suffer a -3 CS penalty. Damage caused by a Crush Attack to a target is automatically
considered Killing Combat. A Crushing Attack never causes Knockback.
Disarm
A Disarm is a variation on a Take Away, but in this case, the attacker is merely trying to
knock the weapon or gadget away from the defender’s grasp.
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A Disarm is a normal dice action using the attacker’s DEX/STR as the AV/EV
and the defender’s DEX/STR as the OV/RV though the defender automatically receives a
special +2 CS to his OV. If the Disarm attempt earns one or more RAPs, the defender
automatically drops any one item in his possession. The attacker must specify which item
he is trying to knock away from the defender before rolling the dice, if there is more than
one possibility. A CS gained on the roll knocks the item a distance away, just like a
normal Knockback. In this way, the item can be damaged. Otherwise, it falls undamaged
to the ground at the feet of the defender, requiring him to expend an automatic action to
retrieve it. If the defender is disarmed before his turn, any actions he had planned with his
item are lost.
A Disarm never causes any damage to the defender. Whether an item can or
cannot be dropped depends on whether or not it can be Taken Away.
Smash
Smash Attacks are a form of Sweep Attack employing improvised physical objects such
as light poles, dumpsters, cars, or boulders to attack a single opponent. The attacker’s
STR must be at least 2 APs higher than the weight of the object in order to heft it and use
it like a weapon.
Objects can be thrown as well, but when used in this fashion, have an EV equal
to their APs of weight and do not gain the CS bonus to RV.
If the RAPs of damage are greater than the BODY of the object used in the attack, the
object is destroyed. The attacks count as using melee weapons, so they count as killing
combat.
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Steal
A Steal is a variation on a Take Away, but in this case, the attacker is trying to steal an
object from off the body of the target.
A Steal is a normal dice action using the attacker’s APs of Pickpocket as the
AV/EV and the defender’s INT as the OV/RV. If the Steal attempt earns one or more
RAPs, the attacker steals the desired item from the defender and he doesn’t notice.
Trick Shots
Trick Shots can be used by ranged weapons to defeat armor by targeting vulnerable
areas. If successful, the attack causes harm to the wearer, ignoring the armor. The OV
CS for this varies according to the armor worn. Melee weapons cannot use this option.
Vest, breastplate +1
Power Armor +5
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A character does not need to declare the use of a defensive maneuver. As long as he has
the appropriate actions remaining, he may swap his action for it.
Block (revision)
This maneuver is revised to simplify the use of shields and magic bracelets. Items
designed for Blocking use the revised Reflection/Deflection power instead of this
maneuver.
A Block is now defined as a maneuver using an improvised item. It is also used to resolve
ducking behind cover.
An attacker can always choose to attack a blocking item, even one designed to block like
a shield. The OV/RV of this attempt is the blocker’s DEX/blocking item’s BODY. RAPs are
damage to the item. At 0 APs of BODY, the item can no longer be used as cover.
Counter
A Counter is a variation of a Block, but instead of using a physical object, the defender
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uses a ranged attack power. Doing this, the defender is attempting to weaken or deflect
an incoming attack.
A Counter is a dice action and in order to perform a Counter, the character must
have some ranged power of the same category as the incoming attack (physical vs.
physical, mental vs. mental, or mystical vs. mystical). The AV/EV of a Counter attempt is
equal to the defender’s APs of power. The OV/RV is equal to the APs of power of the
incoming attack. RAPs resulting from the Counter are subtracted from the EV of the
attack. If the EV is reduced to zero, then the attack fails. However, as long as the EV is
above zero, the attack continues normally, but with a reduced EV.
If the original Counter dice action fails, the attack is resolved normally and the
defender automatically suffers a -2 CS to his OV against it.
Intervene
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An Intervene is a dice action and in order to perform one, the defender must be
able to move himself between the other person and the incoming attack. The AV/EV of an
Intervene attempt is equal to the defender’s DEX or Movement power. The OV/RV is
equal to the AV of the incoming attack. If the Intervene dice action earns one or more
RAPs, it succeeds, and the attack is then resolved normally, using the defender’s BODY
as the RV and an OV of 0 (since the defender is trying to get hit).
Any RAPs caused by the attack are inflicted upon the defender’s Current BODY
Condition instead of the other person’s.
If the original Intervene dice action fails, the attack is resolved normally and the
defender automatically suffers a -1 CS to his OV against it.
A defender cannot Intervene more than once per phase. Only physical attacks
may be Intervened.
Perception checks are expanded to include not only searching, listening, and
watching for things, but also to recall relevant facts about things and subjects. Used in
the second fashion, they are called Knowledge Checks.
Detective (Observation) can substitute for the AV/EV of perception checks to search,
listen, and spot, generally. Spy (Photo Interpretation) can substitute for Perception checks
made against photographs, videos, and recordings.
Knowledge checks made for specific subskill (like Identify Gadget or Artifact) reveal 1 fact
per RAP. Generalized Knowledge checks (such as checks made simply using a skill like
Handle Animal or an advantage like Scholar) should offer more general information, as
shown below.
A character who spends at least 1 hour (10 APs) in a library gains a -2 CS bonus to his
OV/RV. A character who spends the same amount of time researching on the internet
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gains so much disinformation that he suffers a +1 CS penalty to his OV/RV unless he is
researching pop culture- then he gains a -3 CS bonus.
· A character with Flight can move normally in space. All others must push off of
something, eyeballing their trajectory. This is a Perception check with an OV/RV of 8. If
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the character has the Starships skill or Vehicles (Space Craft) he is experienced at
moving around in space and this OV/RV is lowered to 6. He moves at a speed equal to
his STR. A failed roll means that he has gone off course.
· Characters and objects moving in space will keep moving unless stopped. For
characters, this means that they must catch themselves on something or collide into it as
a Charge Attack. For objects it means that their range is effectively infinite. Add the APs
in excess of the range of a weapon to the OV to his a target.
· Explosive weapons will propel a character who is not secured as if he had pushed
off (see above). He will move at a speed equal to the weapon’s APs of attack power.
· Many powers may not function due to the lack of air or the extreme cold. Notably,
powers that rely on air or water. The GM should use discretion and common sense for
others.
· A character without a space suit or Sealed Systems will not survive long in space.
Not only is there no air to breath, leading to “drowning,” but that’s not the real problem.
Space is close to -450 degrees Fahrenheit. A character’s insides are so warm in relation
to this, that his blood will boil as it loses its heat. Death occurs in a number of phases
equal to the character’s BODY.
Gravitational Effects
All planets have their own unique mass and size, which result in a different degree of
gravity on each world. Some worlds have a gravity that is very close to Earth’s, while
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others possess a gravity that is substantially greater or smaller. The table below
summarizes the known gravitational information about many planets, real and imaginary.
Note that natives of the planets suffer no ill effects from the gravity of their home world
· Lift/Jump APs: Any increase or decrease in APs that a Character can lift due to
gravity. This also affects Jumping and other Automatic Actions involving strength. The
modifier is in effect as long as a Character is on the planet.
Jupiter 3 -1
Mars 1 +1
Mercury 1 +1
Moon 2 +2
Neptune 1 0
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Pluto 3 +3
Saturn 0 0
Uranus 0 0
Venus 0 0
Other Worlds
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DC Worlds
OV CS Lift/Jump
Name
Increase APs
Krypton 6 -2
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War World 1 -1
Marvel Worlds
Andor 0 0
Bajor 0 0
Benzar 0 0
Betazed 0 0
Bolarus IX 0 0
Cardassia Prime 0 0
Delta 0 0
Denobula 0 0
Ferengar 0 0
Kzin 0 0
Orion 0 0
Qo’noS (Kling) 1 -1
Remus 1 -1
Risa 0 0
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Romulus 0 0
Rura Penthe 1 -1
Tellar 0 0
Vulcan 1 -1
Bespin 0 0
Coruscant 0 0
Dagobah 0 0
Geonosis 0 0
Hoth 0 0
Kamino 0 0
Kashykk 1 -1
Mustafar 0 0
Naboo 0 0
Tatooine 0 0
Utapau 0 0
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Yavin 4 0 0
TAUNT MANEUVER
A Taunt is an attempt to anger or goad the defender into hasty actions. Spider-Man is
taunting when he insults Doctor Octopus’ intellect in order to get Doc Ock to follow him
away from the crowded mall. So is the Flash when he laughs at Gorilla Grodd’s
foolishness in order to get the psychic ape to spill the beans on his master plan.
Taunts work like the other three maneuvers already described (The Rules Manual, pgs.
30) except that the INFLs of the involved characters are compared. Taunt may be used in
conjunction with all three types of character interaction and resisted by INFL or APs of
Charisma skill.
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