TEXT: h
  ope
  box, you open
  new world: a wor
  with heroes and exciting
  adventures, a world infested
  by viEtatlis and "great
  dangers, a world where
  anything can happen.
  Welcome to the world of
  DC Heroes.
  DC Heroes is a role-playing
  game. But even if you've
  played role-playing games
  before, you'll find DC Heroes
  different from the rest. For
  those who have never played
  role-playing games, please
  read the 
  f
  irst page of this
  booklet. Experienced role-
  players may skip this and
  start on page 2 at the:
  Introduction.
  i
  
  What
  Gam*?
  2
  A role-playing game lets you play a
  role, like an actor does on a stage. But
  unlike an actor, a role-player does not
  have a script. Everything a person
  does affects the outcome of the game,
  making every time you play different
  and more exciting.
  In the DC Heroes Role-Playing
  Game, each person may play the role
  of one hero. You, the Player, can play
  anyone in the DC Universe, including
  Batman, Superman, Green Arrow, or
  even a Character you make up.
  Each hero has definite Powers
  and/or Skills, each has a Motivation
  for acting as a hero, and some have
  special Advantages, Drawbacks,
  Vulnerabilities, and Limitations.
  The hero you choose to play, called
  the Character, is involved in creating
  an interesting story with the other
  Players of the game. This creation is
  not hard. In fact, it
  's lots of fun.
  Everyone can learn role-playing
  games. They are straightforward,
  logical, and deal with understandable
  ideas.
  Most people learn role-playing
  through experience. Start slowly.
  Take as much time as you need, then
  stop when it becomes confusing. The
  more you play the DC Heroes RPG,
  the more you will understand why
  certain rules exist, and how to use
  them.
  The rules in the DC Heroes RPG
  allow you to make up your own
  stories about your favorite heroes.
  Instead of just reading a comic book
  featuring Justice League Interna-
  tional, you will play the role of one of
  the heroes. You decide which actions
  the hero will take, act as the
  Character would when meeting other
  Characters, and behave as if you were
  the hero. Your hero will then par-
  ticipate in an adventure which is
  coordinated by another person,
  called the Gamemaster (GM).
  One person must be chosen as the
  Gamemaster. Before playing, this
  person should be familiar with the
  rules of the DC Heroes RPG. The
  Gamemaster is like the writer of a DC
  comic book, unfolding the story and
  making it work. This person also has
  the important task of playing the
  roles of all of the other Characters in
  the adventures. Characters who are
  not being played by a Player are
  called Non-Player Characters (NPCs).
  For example, in the solo adventure,
  Welcome to Gotham City, on page 12,
  the GM would play the thief, or
  anyone else that Batman might meet
  in the story.
  The Gamemaster writes down the
  basic framework of the story, drawing
  out plans for the various locations,
  assigning Powers and Skills to the
  villains, and creating the special plot
  twists for each story.
  The Gamemaster must have a good
  grasp of the rules of the game, since
  s/he is the one who conducts play
  and acts as a referee. Much of the
  material in the DC Heroes RPG is
  devoted to the Gamemaster, and
  gives helpful hints on how to play.
  When your group sits down with
  the Gamemaster to play, everyone
  has h's'her ass'gned ro'e. As P'ayers,
  your Characters are a,, heroes. The
  Gamemaster runs everyth,ng e,se.
  The Gamemaster will then present
  the beginning of the story to the
  assembled group, but not as a dry
  summary of the facts. S/he will try to
  encourage you to imagine yourself in
  the DC world, by describing the
  general setting, people, and other
  important information about the
  situation the heroes 
  f
  ind themselves
  in. Like the beginning of a comic book,
  a role-playing game can start with a
  bang or build slowly toward an
  exciting climax.
  As a Player, you must identify with
  your chosen heroic Character, and
  place him/her in that setting. Ask
  yourself questions about the environ-
  ment and the Character. How would
  Wonder Woman act in this place?
  What would she say or try to do? It is
  all right to ask the Gamemaster
  questions to help you understand
  what is going on.
  Four environments should always
  be kept in mind while you are
  role-playing:
  I. The immediate environment
  includes those things that are closest
  to your Character: his/her costume,
  the chair s/he is sitting in, the gadgets
  and equipment included with his/her
  costume, etc.
  2. The general environment is the
  area in which the chair is placed: a
  room in the Character
  's headquar-
  ters, or a shack with all of its features
  (doors, windows, etc.) detailed by the
  Gamemaster.
  3. The larger environment is the
  area beyond: the space outside the
  windows and doors, the city in which
  the headquarters is located, the
  swamp next to the shack, the trees,
  sky, birds, etc.
  4. The world environment is
  usually the world of DC Heroes, but it
  could be a planet trillions of miles
  from Earth, the heart of a supernova,
  a cave one hundred miles beneath the
  surface of a planet, or anywhere the
  
  Gamemaster takes your Character.
  Once the environment and the
  heroes and other people have been
  established, the first problem can be
  presented by the Gamemaster.
  A problem can be anything that
  forces you and the other Players to
  become involved with the story. It
  could be a clue your Characters must
  solve, a bank robbery they must foil,
  or even a full scale attack on their
  headquarters!
  At this point you and the others are
  no longer passive observers. You must
  do something. Your decisions affect
  the outcome of the story, so that the
  story isn
  't just being told by one
  person, but being experienced and
  changed by the whole group.
  When you act, the Gamemaster will
  ask for information about your
  Characters. On the back of each
  Character card in the DC Heroes
  RPG you will 
  f
  ind numbers that are
  used to rate that Character
  's Abilities
  and Attributes.
  Sometimes the Gamemaster will
  ask you to roll dice. This is the method
  by which Players determine how
  successful their Character will be in
  certain actions. Once the dice are
  rolled, the Gamemaster will look at
  his/her tables and tell you the result
  of your actions.
  After the first problem, you and the
  other Players take control of the
  game. Your Characters might have to
  follow up on clues or 
  f
  ight the bad
  guys to find more clues with which to
  keep the story moving.
  Sometimes, you'll hit a dead end,
  and the Gamemaster must be pre-
  pared to start again by presenting a
  new problem which lets the action
  move forward. And so it goes
  throughout the adventure, the Players
  and the Gamemaster working to-
  gether to create a totally unique
  story, like those found in DC comic
  books.
  The rules presented here and in the
  other books give you a framework on
  which to build the world of the DC
  Heroes RPG. They allow you to create
  and experience new adventures, and
  to find out just how fast, strong, or
  powerful your favorite Character is.
  Role-playing is fun and challenging.
  It helps develop the imagination, and
  lets people understand the importance
  of teamwork and honesty. But most
  of all, role-playing lets you live the
  lives of your favorite heroes and
  share in their exciting adventures!
  1
  t
  >
  (
  fefc>
  i
  The rules of the DC Heroes Role-
  Playing Game are like a language. It
  is not necessary to read and mem-
  orize every word of the rules before
  playing the game. That would be like
  learning to read by memorizing a
  dictionary.
  Playing the game is the fun part, so
  you should start with the important
  rules and terms in this booklet and
  then start playing. You can add more
  of the rules as you and your friends
  feel like increasing the variety of the
  play.
  Like a language, the rules of the DC
  Heroes RPG will teach everyone
  common words and phrases that
  mean very specific things in the game.
  These terms will give each Player a
  good idea what his/her hero can do,
  as well as the abilities of the other
  Players' heroes. Using the game terms
  will make it easy to understand how
  tough the villain is and what it takes
  to "leap over a tall building in a single
  bound."
  There are eight different ideas that
  you need to understand in the DC
  Heroes RPG. Some of these ideas are
  easy; some are a little harder. Take
  your time. Everything here is ex-
  plained in many different ways so
  that if you don't understand it here,
  you might get a better feel for it in the
  solo adventure at the end of this
  book, or in the Justice League Inter-
  national adventure. Exposed! Each
  idea will be reviewed in the Rules
  Manual.
  Right now, just concentrate on the
  following:
  Attribute Points
  Attributes
  How to Use the Dice
  The Action Table
  The Result Table
  Powers, Skills, Advantages, Drawbacks
  Hero Points
  Automatic Actions
  Once you have read through these
  sections, you will be ready to play the
  solo adventure. Welcome to Gotham
  City. After you have mastered that,
  you should be able to play the DC
  Heroes RPG with someone who
  understands all of the rules. After
  youVe played a few times, read the
  Character Handbook and Rules
  Manual to add variety to the game.
  
  ONE
  Attribute PoinU are the basic form
  of measurement in the DC Heroes
  RPG. Everything, including time,
  distance, and volume, is measured in
  Attribute Points. Attribute Points are
  abbreviated APs. You should remem-
  ber this abbreviation; we use it a lot.
  Since Attribute Points measure
  everything in the DC Heroes RPG, it
  is easy to transfer these Points from
  one form of measurement to another.
  For instance, to 
  f
  ind how much a
  Character can lift, find his/her
  Attribute Points for Strength. This is
  the number of Attribute Points of
  weight s/he can lift without strain.
  Attribute Points (APs) are also
  used to measure how effective a
  Character's actions are. So, in
  combat, APs are used to find how
  much damage a Character in
  f
  licts or
  sustains. In a race, APs are used to
  find out how fast a Character runs.
  And so on.
  APs can even measure knowledge
  or money: 1 AP equals the infor-
  mation in a magazine or $50, 3 APs
  equal a two volume dictionary or
  $200, and 5 APs equal a ten volume
  encyclopedia or $800.
  These amounts of damage, speed,
  information, or volume are related to
  real world units like pounds, feet, and
  seconds. There is a base value for
  each type of measurement called
  Effect Units. These are as follows:
  Measurement
  Weight
  Distance
  Time
  Volume
  Money
  Effect Units
  50 pounds
  10 feet
  4 seconds
  1'x 1'x 1'
  $25
  These Effect Units are each equal
  to 0 APs. In the DC Heroes RPG, 0
  has a measurable value.
  Zero APs of time, or 4 seconds, is
  referred to as a phase. This term is
  often used during combat.
  Each additional AP of measurement
  is worth about twice as much as the
  AP before it. Therefore, a Character
  with a Strength of 6 is twice as strong
  as a Character with a Strength of 5.
  The Gamemaster (GM) has a table
  on his/her screen that explains how
  to quickly convert APs into their real
  world equivalents and real world
  measures into APs. This, however, is
  not 'mportant for the P'ayers. 't 's
  enough to know how many APs some-
  th,ng has, because a,, measurements
  are ,n APs, not pounds, ,nches, or
  cub,c feet.
  Weight, for instance, goes like this:
  APs Real World Weight
  0 50 lbs.
  1 100 lbs.
  2 200 lbs.
  3 400 lbs.
  4 800 lbs.
  5 1,500 lbs.
  6 3,000 lbs.
  Distance also works on this scale
  so that:
  APs
  0
  1
  2
  3
  4
  5
  6
  Real World Distance
  10 feet
  20 feet
  40 feet
  80 feet
  160 feet
  320 feet
  640 feet
  Since all measurements are related,
  you can use them interchangeably.
  For instance, a Character with a
  Strength of 6 APs can lift 6 APs of
  weight. A Character who has 5 APs of
  the Gliding Power can glide 5 APs of
  distance in a single phase (0 APs or 4
  seconds) of time.
  A Character with 6 APs of Gliding
  can glide 6 APs of distance, which is
  twice as far as 5 APs in the same
  amount of time.
  This brings up an important point:
  APs increase very quickly. An
  average adult weighs 2 APs, 10 APs of
  weight is 15 tons, and 20 APs is 15,000
  tons. Therefore, you have a slim
  chance of defeating someone in an
  arm wrestling contest if s/he has 4
  APs more of Strength than you do.
  The. difference between a Strength
  of 2 (Jimmy Olsen) and a Strength of
  25 (Superman) is much larger than it
  might seem at 
  f
  irst. This leads us to
  our next idea: Attributes.
  TWO
  Attributes are natural abilities
  that every Character in the DC world
  possesses. If you look at the back of a
  Character card, you will notice a
  series of abbreviations and numbers.
  This section will explain what those
  words and numbers mean and how
  they are used 'n the DC Heroes RPG.
  Most of the terms ,n th,s sect,on are
  fam,,,ar. N,ne of these terms refer to
  Ab,,,t,es of your Character. These are
  his/her Attributes. The other seven
  terms refer to the two ways the nine
  Attributes are grouped. This may
  seem like a lot of terms, but to make it
  easier, we will use the Batman
  Character card as an example of how
  these terms are interrelated.
  Attributes are measured in APs, so
  they are related to the Attribute
  Points from Idea One. Attributes are
  grouped into three different areas of
  human characteristics: physical,
  mental, and mystical. These Attrib-
  utes are:
  Physical Attributes: Dexterity
  Strength
  Body
  Mental Attributes: Intelligence
  Will
  Mind
  Mystical Attributes: In
  f
  luence
  Aura
  Spirit
  Each Attribute has a speci
  f
  ic mean-
  ing that is discussed following. Ab-
  breviations for each Attribute are in
  parentheses following the Attribute.
  BATMAN
  Dex:    10 Str:
  5 Body:
  6
  Int: 12 Will: 12 Mind: 12
  Infl:    10   Aura:    8   Spirit: 10
  Physical Attributes
  Dexterity (DEX) is your Charac-
  ter's skill in using his/her hands and
  body, the degree of control s/he has
  over his/her physical self, or his/her
  ability to deflect a Physical Attack.
  Batman's Dexterity of 10 is incredible.
  He is many many times more accurate
  and agile than the average person,
  whose Dexterity is 2. In combat, this
  Dexterity is used to determine if
  Batman lands a punch or dodges a
  blow, depending on whether he is
  attacking someone or defending
  himself.
  Strength (Ste) is your Character's
  physical power, the amount of
  physical force s/he can bring to bear
  on an object. Batman
  's Strength of 5
  is very good, but within human limits;
  4
  
  he is stronger than the best weight-
  lifters. Batman's Strength is used to
  f
  ind out how much damage he gives
  when he lands a punch.
  Body (Body) is more than just
  your Character
  's physical self. It is
  his/her resistance to physical damage.
  When s/he sustains damage from a
  Physical Attack (like a punch), the
  number representing his/her APs of
  Body is lowered. This lowered
  number, however, is only your Char-
  acter's Current Body Condition;
  his/her Body statistic always remains
  constant when defending against an
  opponent.
  When the damage given to a
  Character's Body brings his/her
  Current Body Condition to 0, s/he
  will become unconscious. If a Char-
  acter
  's Current Body Condition is
  ever lowered to a negative value
  below his/her original Body APs, s/he
  is dead.
  The Batman's Body of 6 is very
  good. He has conditioned himself so
  well that he can take more damage
  than almost any other human. If he
  sustains enough damage in combat to
  bring his Current BODY Condition
  below -6, he will die.
  BATMAN
  Dex:    10   Str:      5 Body:
  6
  Int;     12   Will:   12   Mind: 12
  Infl:    10   Aura:    8   Spirit: 10
  Mental Attributes:
  Intelligence (Int) is a measure of
  how easily your Character grasps
  ideas, the degree of control s/he has
  over mental energy, and his/her
  ability to manipulate information.
  Batman's Intelligence of 12 is supe-
  rior. He is a thousand times more
  perceptive than the average human
  (whose Intelligence is 2).
  Will (Will) is your Character's
  mental power, the amount of mental
  energy and strength s/he has nat-
  urally. Batman
  's Will of 12 APs is a
  measure of how well he can organize
  facts and draw conclusions. This
  strength is derived from his rigid self-
  discipline and proven resolve to 
  f
  ight
  crim
  f
  e. Batman
  's Will is his mental
  "muscle"
  .
  Mind (Mind) is your Character's
  resistance to mental damage in the
  form of Mental Attacks like Mind
  Probe. When a Character sustains
  mental damage, his/her Current
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  Mind Condition is lowered. If there is
  enough damage to lower his/her
  Current MIND Condition to 0, s/he will
  become unconscious. If a Character's
  Current Mind Condition is ever
  lowered to a negative value below
  his/her original Mind APs, s/he is
  dead.
  Even if some villain were able to
  strike at Batman's mind, his Mind of
  12 APs would make it very hard to
  destroy his ability to think. Only a
  powerful or sustained Mental Attack
  would knock him unconscious (by
  reducing his Current Mind Condition
  to 0), and killing him (by reducing his
  Current Mind Condition to -13 or
  lower) would be almost impossible. It
  would be much easier to kill him
  physically.
  BATMAN 
  Dkx: 10 Str: 5 Body: 6
  Int:     12   Will:   12   Mind: 12
  Inkl:    10   Aira:    8   Spirit: 10
  6
  Mystical Attributes
  Influence (Infl) is the force of a
  Character's personality, his/her
  ability to affect the emotions and
  responses of others, and his/her
  mystical potential. Batman
  's Influ-
  ence of 10 allows him to scare the wits
  out of most of his opponents.
  Aura (Aura) is the effectiveness of
  your Character
  's personality, his/her
  ease at controlling a group, and
  his/her mystical strength. Batman's
  Aura is what makes him able to lead
  the rest of the Justice League Inter-
  national so well. His contact with
  supernatural foes and allies has
  driven him to increase his Aura
  beyond the level of a normal human.
  Spirit (Spirit) is your Character's
  ability to resist fear, his/her control
  of emotions, and his/her resistance
  to mystical damage. If a Character's
  Current Spirit Condition is ever
  lowered to a negative value below
  his/her original Spirit APs, s/he is
  dead. Batman's Spirit of 10 makes it
  very hard for an opponent to damage
  him with a Mystical Attack. More
  than 20 APs of mystical damage
  would be needed to kill Batman.
  There is another way to group the
  nine Attributes. Like the first set of
  categories, which grouped the Attrib-
  utes into Physical, Mental, and
  Mystical Attributes, this second set of
  categories groups them into Acting,
  Opposing, Effect, and Resistance
  Attributes.
  These are the last four terms you
  need to learn to understand Attributes.
  Each of the Attributes is grouped
  under one of these categories:
  Acting/Opposing
  Attributes: Dexterity
  Intelligence
  Influence
  /Ject Attributes:
  Resistance Attributes:
  Strength
  Will
  Aura
  Body
  Mind
  Spirit
  BATMAN
  Dex;
  0
  Int:
  2
  I m i.:
  10
  Str:
  5 Body:
  6
  Will: 12 Mind: 12
  Aura:    8   Spirit: 10
  Acting/Opposing Attributes are
  used to determine if an action is
  successful. These Attributes are not
  used just for actions in combat; any
  action can be easily and quickly
  determined. Actions can be landing a
  punch, figuring out a clue, using your
  Lightning Power to blow a hole in the
  wall, or painting a picture. All actions
  use the Action Table to figure out the
  chance of success.
  The DC Heroes RPG has a unique
  way of finding the chance of success.
  Every Acting Attribute must be
  compared to the Opposing Attribute
  of the object or person your Char-
  acter wants to affect. When a
  Character uses one of his/her At-
  tributes, the Acting and Opposing
  Attributes are the same.
  For instance, if the Batman were
  going to punch a crook, his Dex
  (Acting Attribute) would be compared
  to the Dex (Opposing Attribute) of
  the crook he wants to hit. The two
  Attributes are compared on the
  Action Table, which is explained on
  pages 6 through 8.
  Usually, a Character's Acting/Op-
  posing Attributes are his Dexterity,
  (for physical actions). Intelligence
  (for mental actions) and In
  f
  luence
  (for mystical actions). There may be
  other abilities that can be used
  instead of these Acting/Opposing
  Attributes. When a Character uses
  one of his/her Powers or Skills, s/he
  can use different Acting and Op-
  posing values. For instance. Batman
  can use the APs of his Detective Skill
  in place of his Intelligence to
  determine if he can analyze a clue or
  not.
  BATMAN
  Dex:
  Int:
  Infl:
  10
  12
  10
  Str: 5
  Will: 12
  Aura: 8
  Body: 6
  Mind: 12
  Spirit: 10
  Effect Attributes are the amounts
  of power that a Character can direct
  at an opponent or object once it has
  been determined that his/her action
  is successful. This amount can be
  physical strength, mental strength, or
  strength of personality. A Character's
  E
  f
  fect Attributes are Strength, Will and
  Aura.
  As with Acting and Opposing
  Attributes, an Attribute of the at-
  tacker is compared to an Attribute of
  the defender. Once it has been
  determined that an action is suc-
  cessful, this comparison takes place
  on the Result Table. The attacker
  's
  Effect Attribute is compared to the
  defender's Resistance Attribute (see
  the following description) to 
  f
  ind a
  number called the Result APs
  (RAPs).
  This number is used for more than
  just the amount of damage. The
  Result APs are used to see how large a
  hole a Character can smash in a wall,
  how large an ice block a Character
  makes with his/her Ice Production
  Power, or how many clues a Char-
  acter finds at the scene of a crime, as
  well as how much damage a Char-
  acter receives.
  BATMAN
  Dex: 10 Str: 5 | Body: 6
  Int: 12 Will: 12 | Mind: 12
  Infl:   10   Aura:    8  Spirit: 10
  Resistance Attributes determine
  how much damage a Character can
  take in physical, mental, and mystical
  areas. The Resistance Attributes are
  Body, Mind, and Spirit.
  The Resistance Attribute is com-
  pared on the Result Table to the
  Effect Attribute of the attacker. The
  number found temporarily reduces
  the total APs of the Current Con-
  dition. Remember, no matter how
  seriously a Character is hurt, s/he
  always defends at the original value
  
  of his/her Resistance Attribute. The
  Character's Current BODY, Mind, or
  Spirit Condition is used to determine
  only two things: if the hero has been
  rendered unconscious, or if s/he has
  died in battle.
  For instance. Batman's Resistance
  Attribute for Physical Attacks is his
  Body. Even if he lost 3 APs from his
  Current Body Condition, he would
  still defend at 6 APs. If a Resistance
  Attribute (Body, Mind, or Spirit) is
  temporarily reduced to 0 or below,
  the Character falls unconscious.
  If a Character's Current Condition
  is ever lowered to a negative value
  below his/her original Body, Mind, or
  Spirit Condition, s/he is dead. For
  Batman to be killed with a Physical
  Attack, for instance, his Body must be
  reduced to -7 APs.
  THREE
  Rolling the dice is a very trivial yet
  important part of every role-playing
  game. Included in the DC Heroes
  RPG you will 
  f
  ind two ten-sided dice.
  A ten-sided die is referred to as a D10.
  If you are asked to roll a D10, roll one
  die. The number showing on top is
  your roll; 0 is referred to as ten, not
  zero.
  If the Gamemaster asks you to roll
  1D10, you will most likely be rolling
  for Ini
  t
  iative. Initiative is used before
  combat to decide which Character
  gets to declare and perform his/her
  action first.
  To determine your Initiative, roll
  1D10 and add the result to your
  Character's Initiative rating found on
  the back of each Character card.
  Whoever has the lowest Initiative
  declares his/her action 
  f
  irst. Then,
  when combat begins, whoever has the
  highest Initiative performs his/her
  action first. You'll get to practice
  rolling Initiative in the solo adven-
  ture, Welcome to Gotham City.
  When you are asked to roll 2D10,
  roll both dice and add the results
  together. If you roll doubles (the
  same number on each die), you may
  add the total then roll again. Add the
  new dice roll to your 
  f
  irst roll to get
  your total. For instance, if you rolled a
  4 and a 4, then a 1 and a 9, your total
  roll would be 18.
  If you keep rolling doubles, you may
  keep adding the new rolls and then
  roll the dice again. You do not have to
  keep rolling if you get doubles; you
  may stop rolling the dice anytime
  after your 
  f
  irst roll.
  EXCEPTION: // at any time you
  roll a 2 (double 1 
  '$), you automati-
  cally fail at the action you were
  attempting. You do not get to keep
  rolling. Furthermore, even if double
  I
  's is rolled on the second or greater
  roll, the roll fails. For instance, if you
  roll double 8
  's, then double 7
  's, then
  double I's, your action fails.
  FOUR
  The Action Table, together with
  the Result Table, resolves nearly all of
  the actions in the DC Heroes RPG.
  Though they look complex, using the
  Tables is relatively easy. Read the
  description and examples that follow.
  Soon you'll know how to resolve
  almost any action in the DC Heroes
  RPG.
  There are eight new terms asso-
  ciated with the Tables, but don't
  worry; some are familiar terms used
  in a slightly new way. These terms are:
  Ac
  t
  ion Check, Ac
  t
  ing Value, Op-
  posing Value, Success Number,
  Column Shi
  f
  t, Column Shi
  f
  t Thresh-
  old, Effect Value, and Resistance
  Value.
  The following example pits Booster
  Gold of Justice League International
  against Major Disaster of the Injus-
  tice League. It will help you gain a
  better understanding of how the
  terms mentioned above apply during
  play.
  In order to follow along, you will
  need the following: the Action and
  Result Tables, the Booster Gold
  Character card, and these statistics
  for Major Disaster:
  MAJOR DISASTER 
  Dex:     6 Str:      3   Body: 5
  Int:       5 Will:    4   Mind: 3
  Infl:     4 Aura:    4   Spirit: 4
  Initiative: 15 Hero Points: 50
  The Action Table is read both down
  and across. Whenever we want you to
  read down, we call the listing a
  I
  'I.
  n
  V
  f
  T
  I
  7
  
  I O O Q
  T 
   fi [1=
  Opposing Value Columns
  1     3    5    7    9    11   13   16   19   22   25   28   31   36   41   46   51 56
  to   to   to   to   to   to   to   to   to   to   to   to   to   to   to   to   to to
  0    2    4    6    8    10   12   15   18   21   24   27   30   35   40   45   50   55   60 +5
  1-2
  3-4
  « 5-6
  > 7-8
  0 jmq
  a 11-12
  A) 13-15
  3 16-18
  f
  l 19-21
   22-24
  25-27
  0) 28-30
  = 31-35
  'Z 36-40
  0 41.45
  < 46-50
  51-55
  56-60
  +5
  6
  5
  4
  4
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  11
  9
  7
  5
  4
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  13
  11
  9
  7
  5
  4
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  15
  13
  11
  9
  7
  5
  4
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  18
  15
  13
  11
  9
  7
  5
  4
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  21
  18
  15
  13
  11
  9
  7
  5
  4
  3
  3
  3
  3
  3
  3
  3
  3
  3
  24
  21
  18
  15
  13
  11
  9
  7
  5
  4
  3
  3
  3
  3
  3
  3
  3
  3
  28
  24
  21
  18
  15
  13
  11
  9
  7
  5
  4
  3
  3
  3
  3
  3
  3
  3
  32
  28
  24
  21
  18
  15
  13
  11
  9
  7
  5
  4
  3
  3
  3
  3
  3
  3
  36
  32
  28
  24
  21
  18
  15
  13
  11
  9
  7
  5
  4
  3
  3
  3
  3
  3
  40
  36
  32
  28
  24
  21
  18
  15
  13
  11
  9
  7
  5
  4
  3
  3
  3
  3
  45
  40
  36
  32
  28
  24
  21
  18
  15
  13
  11
  9
  7
  5
  4
  3
  3
  3
  50
  45
  40
  36
  32
  28
  24
  21
  18
  15
  13
  11
  9
  7
  5
  4
  3
  3
  55
  50
  45
  40
  36
  32
  28
  24
  21
  18
  15
  13
  11
  9
  7
  5
  4
  3
  60
  55
  50
  45
  40
  36
  32
  28
  24
  21
  18
  15
  13
  11
  9
  7
  5
  4
  65
  60
  55
  50
  45
  40
  36
  32
  28
  24
  21
  18
  15
  13
  11
  9
  7
  5
  70
  65
  60
  55
  50
  45
  40
  36
  32
  28
  24
  21
  18
  15
  13
  11
  9
  7
  75
  70
  65
  60
  55
  50
  45
  40
  36
  32
  28
  24
  21
  18
  15
  13
  11
  9
  80
  75
  70
  65
  60
  55
  50
  45
  40
  36
  32
  28
  24
  21
  18
  15
  13
  11
  +5
  C
  + 5: One Column Shift for each +5.
  C: Cancel - One +5 Row cancels one +5 Column.
  Column. When we want you to read
  across, we call the listing a Row.
  Booster Gold is attempting to
  punch Major Disaster.
  FIRST: Find The Acting Value
  column. The Acting Values are
  located in the left-hand column of the
  Action Table. The Acting Value is
  most often a measurement of a
  Character's Action Attribute (Dex,
  Int, or Infl). Depending on which
  type of action is being performed, a
  certain Acting/Opposing Attribute is
  used.
  Action Type
  Physical
  Mental
  Mystical
  Acting/Opposing
  Attributes
  Dexterity
  Intelligence
  Influence
  Sometimes, other Attributes can
  replace the normal Acting/Opposing
  Attributes (Dex, Int, of Infl). Powers
  or Skills, for instance, use their own
  ratings as the Acting Value (see p. 9).
  Because Booster Gold is attempting
  to perform an action, it is time to
  begin our Ac
  t
  ion Check. Punching
  someone is a Physical Attack, so use
  Booster's Dex of 6 as the Acting
  Value. The third Row down is the 5-6
  Acting Value Raw.
  If Booster had a Mental Power that
  he wanted to use, like Heat Vision or
  Hypnotism, he would use the APs of
  that Power as the Acting Value, not
  his Dex.
  SECOND: Find the Opposing
  Value row. The Opposing Values are
  located in the topmost row of the
  Action Table. Like the Acting Value,
  the Opposing Value is commonly the
  Acting/Opposing Attribute (Dex, Int,
  or Infl) of the defending Character.
  But the Opposing Value can come
  from other Attributes. If the Char-
  acter is using a Power or Skill to
  defend him/herself from attack, then
  the APs of the Power or Skill become
  the Opposing Value.
  Major Disaster will try to dodge
  Booster's blow with his own Dexter-
  ity. Disaster has a Dexterity of 6. Go
  across the Opposing Value row until
  you find the 5 to 6 Opposing Value
  Column.
  If Booster were using a Mental
  Attack, Disaster would defend with
  his Acting Attribute for Mental
  Attacks, his Intelligence. If Booster
  had the power to use a Mystical
  Attack, Disaster uxmld defend with
  his Action Attribute for Mystical
  Attacks, Influence. But Booster has
  no way of making Mental or Mystical
  Attacks and must use brute force;
  instead he tries to punch Major
  Disaster.
  THIRD: Find the Success Number.
  Find where the Acting Value Row and
  the Opposing Value Column meet.
  The number at this intersection is the
  Success Number. This is the lowest
  number you can roll on the two ten-
  sided dice (2D10) for your Character
  to succeed at his/her action.
  By looking at the Action Table
  where the 5-6 Acting Value Row and
  the 5 to 6 Opposing Value Column
  meet, you see you need 
  t
  o roll an 11
  for Booster Gold to hit Major
  Disaster.
  FOURTH: Roll the two ten-sided
  dice. If you roll your Success Number
  or better, the action is successful.
  You roll a 2 and 2, a 4. It is doubles,
  so you roll again. Nou> say you roll an
  8anda7,al5. Thetotalis 19(2 + 2 +
  8+7= 19). Booster has definitely hit
  Major Disaster.
  FIFTH: Determine if the roll is
  within the Column Shift Threshold.
  8
  
  When a Character does something
  well, s/he might earn a bonus to add
  to his/her result. This bonus is called
  a Column Shift. But before this bonus
  can be earned, two conditions must
  be met:
  A) The roll must be greater than the
  Success Number, and
  B) The total die roll must lie on or
  beyond the Column Shift Threshold.
  The Action Table is set up so that
  any roll over 11 might earn the Player
  a Column Shift. Notice that the red
  11's split the Action Table in two. This
  is the Column Shi
  f
  t Threshold.
  Booster needed an 11 or better to hit
  Major Disaster. If you compare
  Booster's Success Number of 11 ivith
  his roll of 19, you see that he is well to
  the right of the red 11 's. This not only
  means that Booster was successful in
  his action, but it also makes him
  eligible for a Column Shift
  Bonus.
  If Booster had rolled an 11, his
  action would have been successful,
  but it would not have been good
  enough to earn him a Column Shift
  Bonus. In this case you would
  immediately go to the Result Table.
  SIXTH: Determine the number of
  Column Shifts. Place your finger on
  the Action Table where the Opposing
  Value Column intersects the Acting
  Row. This is the Success Number that
  your Character needed to roll to hit.
  If you rolled higher than your
  Character's Success Number, s/he hit
  his/her opponent so well that s/he
  receives a bonus.
  Move your finger across the row (to
  the right) to the next number. If it is
  smaller than the die roll, count that
  as one Column Shift, and move one
  more Column to the right. If that
  number is smaller than the die roll,
  count that as another Column Shift.
  You now have two Column Shifts.
  You continue moving your finger,
  counting each move as an additional
  Column Shift. Once you reach a
  number higher than your die roll,
  stop counting.
  The number of moves is the number
  of Column Shifts that a Character will
  receive. You should remember the
  number of Column Shifts because it
  increases your results on the Result
  Table.
  Place your finger on Booster's
  Success Number of 11. This is located
  at the intersection of the 5-6 Acting
  Value Row and the 5 to 6 Opposing
  Value Column. Move one Column to
  the right to the 13, counting "one. "So
  far, you have gained one Column
  Shift.
  Move again, this time to the 15,
  counting 
  "two. "And again to the 18.
  You now have three Column Shifts.
  Move one more time, but this time
  the number is 21. Your roll was 19
  (less than 21), so you do not receive
  another Column Shift.
  SEVENTH: Go To The Result
  Table. Once you have the number of
  Column Shifts (if any), it is time to use
  the Result Table. The Result Table is
  never used when a Character fails to
  roll his/her Success Number on the
  Action Table. That Character simply
  "missed
  " or failed to perform his/her
  action.
  Keep in mind that Booster Gold has
  3 Column Shifts against Major
  Disaster.
  FIVE
  The Result Table tells you how
  effective your action was, by telling
  you the number of Result APs (RAPs).
  It is possible, however, to have a
  successful action which has no effect.
  Any Character can probably hit a
  wall (a successful action), but it is less
  likely that s/he will damage the wall
  (getting APs of result).
  Once you have succeeded on the
  Action Table, the Result Table is
  consulted to see what effect your
  Character's action had.
  Below is a step by step guide to the
  Result Table. The previous example is
  continued. So far, Booster has hit
  Major Disaster and has gotten 3
  Column Shifts.
  FIRST: Find The Effect Value
  column. This is located on the far left-
  hand side of the Result Table. The
  Effect Value usually equals your
  Character's Effect Attribute.
  Depending on which type of attack
  is being made, certain Effect Attrib-
  utes apply:
  E
  f
  fect Type        E
  f
  fect Attributes
  Physical Strength
  Mental Will
  Mystical Aura
  The Effect Value may also come
  from other Attributes. For instance,
  when a Power or Skill is used to
  perform an action, the APs of the
  Power or Skill are used as the Effect
  Value.
  Booster Gold is attacking physi-
  cally, so his Effect Attribute is his
  Strength. Respectively, Booster has a
  Strength of 4, so his Effect Value is 4.
  Move your finger down the Effect
  Value column to the 3-4 Row.
  If Booster had a Power like Heat
  Vision or Hypnotism, his Effect
  Value vxmld equal the APs of this
  Power instead of his Strength.
  SECOND: Find The Resistance
  Value row. This is found along the top
  of the Result Table. The defender
  's
  Resistance Value is usually one of
  his/her Resistance Attributes:
  Resistance Type Resistance
  Attribute
  Physical Body
  Mental Mind
  Mystical Spirit
  The Resistance Value could also
  come from other Attributes. For
  instance, a defender's Power or Skill
  could be used to resist damage, and
  its APs would be used instead of a
  Resistance Attribute,
  Since Booster is using a Physical
  Attack, Major Disaster resists with
  his physical Resistance Attribute: his
  Body.
  Major Disaster's Body is 5. Move
  your finger across the Resisting
  Value row to the 5 to 6 Column.
  If Booster Gold had attacked
  Disaster with a Mental Power like
  Hypnotism, Disaster would use his
  Resistance Attribute for Mental
  Attacks: his Mind.
  THIRD: Get the Result APs. Find
  where the Effect Value Row and the
  Resistance Value Column meet. This
  number is the number of Result APs
  (RAPs).
  If the result is an 'N' then there is No
  Effect. If the Result is an 'A,' then the
  RAPs are equal to the APs of the
  Effect Value. If the result is in the +1
  Column, add 1 AP to your Result APs
  for every time you shift into this
  Column.
  Unless you are playing with Char-
  acters who are as tough or tougher
  than Superman, you will not need the
  +5 row. The Rules Manual has this
  explanation.
  Booster Gold has an Effect Value of
  4, and Major Disaster has a Resis- .
  tance Value of 5. By follouring the 3-4
  Effect Value Row to where it inter-
  9
  
  Resistance Value Columns
  5
  o
  cc
  0)
  3
  (0
  >
  0
  (1)
  *
  UJ
  1-2
  3-4
  5-6
  7-8
  9-10
  11-12
  13-15
  16-18
  19-21
  22-24
  25-27
  28-30
  31-35
  36-40
  41-45
  46-50
  51-55
  56-60
  +5
  X
  +1
  +1
  +1
  +1
  +1
  + 1
  +1
  +1
  +1
  +1
  +1
  +1
  +1
  +1
  +1
  +1
  +1
  +1
  0
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  1 3 5 7 9 11 13 16 19 22 25 28 31 36 41 46 51 56
  to   to   to   to   to   to   to   to   to   to   to   to   to   to   to   to   to to
  2 4    6    8    10   12   15   18   21   24   27   30   35   40   45   50   55   60 +5
  1
  2
  3
  5
  8
  10
  12
  14
  18
  21
  24
  27
  30
  35
  40
  45
  50
  55
  N
  1
  2
  4
  6
  9
  11
  13
  17
  20
  23
  26
  29
  34
  38
  43
  48
  53
  N
  N
  1
  3
  4
  7
  9
  11
  16
  19
  22
  25
  28
  33
  36
  41
  46
  51
  N
  N
  N
  2
  3
  6
  8
  10
  14
  17
  20
  23
  26
  31
  34
  40
  44
  49
  N
  N
  N
  N
  2
  4
  7
  9
  12
  15
  18
  21
  24
  29
  32
  38
  42
  47
  N
  N
  N
  N
  N
  3
  5
  8
  10
  13
  16
  19
  22
  27
  30
  36
  40
  45
  N
  N
  N
  N
  N
  N
  3
  6
  8
  11
  14
  17
  20
  25
  28
  34
  38
  43
  N
  N
  N
  N
  N
  N
  N
  4
  6
  9
  12
  15
  18
  23
  26
  31
  36
  41
  N
  N
  N
  N
  N
  N
  N
  N
  4
  7
  10
  13
  16
  21
  24
  28
  34
  39
  N
  N
  N
  N
  N
  N
  N
  N
  N
  5
  8
  11
  14
  19
  22
  26
  32
  36
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  6
  9
  12
  17
  20
  24
  30
  33
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  7
  10
  14
  18
  22
  27
  30
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  8
  12
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  9
  16 13
  20 17
  24 21
  27 24
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  10
  14
  18
  21
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  11
  15
  18
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  12
  15
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  13
  +5
  C
  - For every S APs of Effect Value over 60. increase the RAPs by 5. A All. The Result APs are equal to the Effect Value.
  '  Shift the Effect Value up one row for each *5 column and use C Cancel. One *5 Row cancels one 
  S Column.
  the 60 Resistance Value. N   No Effect.The action has no effect on the target.
  sects the 5 to 6 Resistance Value
  Column, we see an N. This would
  mean that Booster did negligible or
  no damage to Major Disaster, but. . .
  we haven
  't yet applied the Column
  Shi
  f
  ts Booster received on the Action
  Table.
  FOURTH: Apply The Column
  Shifts. Any Column Shifts from the
  Action Table are applied to the
  Columns on the Result Table. Column
  Shifts on the Result Table are made to
  the Left, decreasing numbers in the
  Resistance Value row, but increasing
  the number of Result APs within the
  Table itself. The more Column Shifts
  you gained on the Action Table, the
  more the defender's Resistance Value
  is lowered. This causes the number of
  RAPs to increase. The defender is
  accumulating damage at this point.
  Booster had 3 Column Shi
  f
  ts. This
  shifts Major Disaster
  's Resistance
  Column three to the left, from anNto
  an A. This means that Booster
  received a number of Result APs
  equal to his Effect Value of 4. Booster
  did 4 RAPs of damage to Major
  Disaster's Current Body Condition.
  If Booster had only rolled an 11 on
  the Action Table, you would still go to
  the Result Table to determine how
  much damage he did to Major
  Disaster. In this case. Booster would
  not have earned any Column Shi
  f
  ts,
  and his Effect Value of 4 versus
  Disaster's Resistance Value of 5
  would have resulted in an N - no
  damage.
  This is as far as this example goes.
  Feel free to run through it again, this
  time giving Major Disaster a chance
  to strike at Booster Gold.
  SIX
  Powers and Skills are what make
  heroes (and villains) better than the
  average human. But while the average
  human may have certain Skills in
  which s/he is pro
  f
  icient, Powers are
  something that only 
  "superb
  " Char-
  acters possess.
  There is only one AP value for a
  Power or Skill. This value is used for
  its Acting and Effect Values or its
  Opposing and Resistance Value,
  depending on whether the Character
  is Attacking someone or defending
  him/herself.
  For instance. Captain Atom has an
  Energy Blast Power of 16 APs. When
  using his Energy Blast, his Acting At-
  tribute is his Energy Blast Power of 16.
  Therefore his Acting Value is 16. If he
  hits a villain, his Effect Attribute is his
  Energy Blast Power of 16, therefore
  his Effect Value is 16. Since this is a
  Physical Attack, Captain Atom's
  opponent would have an Opposing
  Value equal to his/her Dexterity and
  a Resistance Value equal to his/her
  Body.
  Powers and Skills of the DC
  Heroes RPG are listed in the Char-
  acter Handbook, and are categorized
  as Physical, Mental, or Mystical.
  Some DC Characters have special
  Bonuses or Limitations that vary the
  specific effects of their Powers or
  Skills. Darkseid, for example, can use
  his Energy Blast Power to disinte-
  grate an opponent. Later, he may
  resurrect that Character, if he so
  chooses.
  Advantages and Drawbacks are
  two more things that make DC
  Characters unique. We all know that
  Superman is vulnerable to kryptonite.
  This is an example of a Drawback.
  10
  
  But Superman also knows the city of
  Metropolis like the back of his hand.
  This is an example of an Advantage.
  Advantages, Drawbacks, Bonuses,
  and Limitations are not measured in
  Attribute Points, but this doesn't
  mean they are not important. The
  Character Handbook covers these
  categories in more detail.
  SEVEN
  Hero Points are used in many dif-
  ferent ways in the DC Heroes RPG.
  They are earned through adventuring
  and spent like money to obtain items,
  Powers, Skills, or temporary increases
  in your Acting, Opposing, Effect, or
  Resistance Values. All uses of Hero
  Points are covered in full detail in the
  Rules Manual, so for now let's con-
  centrate on temporarily increasing a
  Character's Values during play. The
  following example will help explain
  how this is done.
  Mike's hero is hurt. He has accum-
  ulated a lot of damage and doesn
  't
  have much fight left in him. The
  villain knows it. But the hero
  summons up his final reserves of
  strength for one last attack. How can
  he do it? The answer is Hero Points.
  Our friend is in trouble, but he has 5
  Hero Points. He can spend them to
  temporarily increase the APs of his
  Abilities.
  The Hero Points are added to the
  Acting or Opposing Values (on the
  Action Table) or the Effect or
  Resistance Values (on the Result
  Table). For every Hero Point spent,
  the APs of the appropriate value
  increase by L,
  Before Mike or the Gamemaster roll
  the dice for an action, Mike must
  declare that he is adding the Hero
  Points, and where: to the Acting
  and/or Effect Value (if his hero is
  doing the action), or to the Opposing
  and/or Resistance Value (if his hero
  is the target of the action). In this
  case, Mike
  's hero is doing the at-
  tacking, so he would opt 
  t
  o increase
  his Acting and/or Effect Values.
  Look at the Action Table and find
  the Acting Value column. Say Mike's
  hero has a Dexterity of 8 (Acting
  Value) and the villain has a Dex-
  terity of 6 (Opposing Value).
  Find where the Acting Value Row
  (7-8) and the Opposing Value
  Column (5 to 6) meet: 9. Normally,
  Mike would need to roll a 9 or better
  on two ten-sided dice for his hero to
  score a hit.
  With Hero Points, Mike can in-
  crease his hero
  's chance to hit by
  temporarily increasing his Action
  Value. He decides to spend 3 Hero
  Points and declares this to the Game-
  master before he rolls the dice.
  The 3 Hero Points are added to the
  hero's Acting Value of 8 for a total of
  11. Looking doum the Acting Value
  Column go 
  t
  o the 11-12 Row. Find
  where the 11-12 Row (new Acting
  Value) and the 5 to 6 Column
  (Opposing Value) meet: 5.
  Now Mike only needs 
  t
  o roll a 5 or
  better for his hero to hit the villain.
  The following are specific guide-
  lines for the use of Hero Points. We
  will continue with our example to
  better explain what is meant.
  I. Hero Points can be spent to
  increase the Acting Value and/or
  the Effect Value or the Opposing
  Value and/or the Resistance Value.
  Instead of spending the 3 Hero
  Points to increase Mike's hero's
  Acting Valuefrom Stall, he declares
  at the beginning of his turn that he
  wants to increase his hero
  's Effect
  Value instead. Since this is a
  Physical Attack, his hero uses his
  Effect Attribute for Physical Attacks:
  his Strength.
  Mike's hero has a Strength of 5. His
  Effect Value is then normally 5. If 3
  points are added to it, he will have an
  Effect Value of 8.
  Mike still must roll on the Action
  Table to see if his hero hits the villain
  on his Acting Value Row of 7-8. He
  needs a 9 and rolls a 10. He has hit!
  Now Mike goes to the Result Table.
  Usually, his hero strikes on the 5-6
  row of the Effect Value column,
  because his Strength is 5 APs. But
  Mike has spent 3 Hero Points to raise
  his Effect Value to 8.
  This new E
  f
  fect Value is compared
  to the villain's Resistance Value for
  Physical Attacks, his Body. The
  villain has a Body of 4. Find where
  the 7-8 Effect Value Row and the 3 to 4
  Resistance Value Column meet: 4.
  Normally, Mike's hero would give
  the villain 2 RAPs of damage, but
  because he has increased his Effect
  Value to 8, he gives the villain 4 RAPs
  of damage!
  2. Hero Points can be spent to
  increase both the Acting and Effect
  Values or the Opposing and Resis-
  tance Values in a single phase of
  combat.
  Mike's hero has 5 Hero Points.
  Before any rolls are made, he
  declares that he is spending 3 Hero
  Points to increase his hero's Acting
  Value and 2 Hero Points to increase
  his hero's E
  f
  fect Value. By adding 3
  Hero Points to Mike's hero's normal
  Acting Value of 8 (his Dexterity), we
  see that his new Acting Value is 11.
  His last 2 Hero Points are used to
  increase his normal Effect Value of 5
  (his Strength) to an E
  f
  fect Value of 7.
  3. A Hero Point increase of APs is
  a one-shot deal. The benefit is lost
  as soon as the results of the action
  are applied.
  Mike's hero spent 3 of his 5 Hero
  Points to increase his chance to hit
  (Acting Value) and the remaining 2
  Hero Points to increase his E
  f
  fect
  Value. Even if his action fails (Mike
  rolls lower than his Success Number),
  the 5 Hero Points are "burnt" and
  gone forever. Mike cannot get them
  back.
  4. The maximum number of Hero
  Points spent to increase any value is
  equal to the APs of the Attribute on
  which that Value is based.
  Mike's hero has a Dexterity of
   
  8. He
  may spend no more than 8 Hero
  Points to increase his Acting Value
  for Physical Attacks to 16.
  On the other hand, Mike's hero has
  a Strength of 5. He may increase his
  Effect Value to 10 by using 5 more
  Hero Points.
  If Mike decides to spend 8 Hero
  Points on his Acting Value and 5
  Hero Points on his Effect Value, he
  will have spent a total of 13 Hero
  Points. This is the maximum amount
  of Hero Points he can spend during
  this phase. However, it is not
  necessary to spend the maximum
  number of Hero Points.
  5. Non-Player Characters can also
  have Hero Points. The Gamemaster
  will control the use of Hero Points
  by a Non-Player Character.
  The villain in this example also
  has a set number of Hero Points. The
  GMcan spend these Points to counter-
  act the Hero Points spent by Mike's
  hero. The process is called bidding,
  and it is explained follounng.
  6. Bidding: When you declare you
  are spending Hero Points {before
  the roll of the dice), the Game-
  11
  
  r
  r
  f
  master may declare that his Non-
  Player Characters are spending
  Hero Points, too.
  Once the Gamemaster makes his
  declaration, you have a chance to in-
  crease the number of Hero Points you
  are spending on the action. You may
  increase the number of Hero Points
   you bid until you reach your
  maximum limit.
  You may not shift Hero Points pre-
  viously committed. For example, if
  you have bid 4 Hero Points on your
  Acting Value and 4 on your Effect
  Value for a total of 8, you cannot bid a
  total of 9 Hero Points, all on your
  Acting Value. Four Hero Points were
  already committed to the Effect
  Value.
  Bidding ends when you and the
  Gamemaster have both stopped
  adding Hero Points and said 
  "pass.
  "
  No more Hero Points may be bid after
  this point. The dice are then rolled for
  the action.
  Let's say that Mike's hero still has 5
  Hero Points. The villain he is facing
  has 3 Hero Points. Mike spends 3
  Hero Points to increase his hero's
  Acting Value for Physical Attacks
  (based on his Dexterity) from 8 to 11.
  Mike declares this before he rolls the
  dice.
  The Gamemaster also declares his
  intentions before the dice roll. He
  bids 1 Hero Point for the villain,
  raising the villain
  's Opposing Value
  for Physical Attacks (based on his
  Dexterity) from 6 to 7. This move
  increases the Opposing Value enough
  to move it one column to the right (7
  to 8).
  12
  Mike's hero now has 2 Hero Points
  left and so does the villain. Mike
  decides 
  t
  o increase the bid, and add
  his last two Hero Points to his hero's
  Acting Value for a total of 13.
  The Gamemaster decides to bum
  one more Hero Point, but puts it
  toward the villain's Resistance Value
  for Physical Attacks (based on his
  Body of 4). This move increases the
  villain
  's Resistance Value from 4 to
  5. Look at the Action Table to find
  where the Acting Value (13-15) and
  the Opposing Value (7-8) meet: 5.
  Mike must roll an 5 or better to hit
  the villain. He rolls a 3. He missed!
  Even though Mike's hero missed,
  the Hero Points the villain committed
  to his Resistance Value are lost.
  Therefore, at the end of this phase of
  combat, Mike's hero has no Hero
  Points left, and the villain has 1 Hero
  Point left.
  This example is just one of many
  ways to use Hero Points. Consult the
  Rules Manual for other uses of Hero
  Points.
  EIGHT
  Automatic Actions are those
  actions that are so simple to perform
  they do not require a die roll. Lifting,
  throwing, jumping, even using some
  Powers and Skills, are considered
  Automatic Actions.
  In most cases, any action which
  does not change the APs of an object
  or Character can be considered an
  Automatic Action. Lifting a steel
  block is an Automatic Action because
  the APs of the block are not changed.
  Smashing a steel block is not an
  Automatic Action, because you are
  attempting to change its number of
  APs, and, therefore, you must com-
  pare your Effect Value against its
  Resistance Value.
  Automatic Actions can be accom-
  plished without rolling on the Action
  Table. To 
  f
  ind the Result APs (RAPs)
  of an action, simply find the ap-
  propriate Power, Skill, or Attribute.
  The Result APs will be equal to the
  APs of the Power, Skill, or Attribute.
  The Player may choose to have fewer
  RAPs, if s/he wishes.
  For instance, when trying to lift
  something. Strength is the appro-
  priate Attribute. A Character with 6
  APs of Strength can lift 6 APs of
  weight without strain. A Character
  with a Flight Power of 12 may
  automatically 
  f
  ly at a speed of 12 APs
  in a single phase. The Character may,
  however, choose to 
  f
  ly at a slower
  rate.
  Living Dangerously . . .
  Or Not Living At All
  Death is closer at hand in the DC
  Heroes RPG than it is in the
  comics. In the comics, the writer has
  complete control of the outcome of
  the story. In the DC Heroes RPG, the
  GM, Players, and the dice all influence
  the outcome.
  The death of a Player's Character
  or favorite Non-Player Character is a
  risk of playing the game. Remember
  that you do not lose the game when
  you lose a Character. No matter how
  important the Character may have
  seemed, s/he is a product of your
  imagination.
  So put your imagination back into
  gear and create another Character.
  You will find that the game can be just
  as exciting with a new face in front of
  you.
  Where do I go from here?
  Now that you've read the Intro-
  duction, continue with the solo
  adventure. Welcome to Gotham City.
  This will help give you an even better
  understanding of what the DC
  Heroes RPG is all about.
  
  to
  welc
  am
  11
  So far youVe read quite a bit about
  the DC Heroes Role-Playing Game
  and how it works, but there
  's just no
  substitute for experience. We
  're now
  going to ask you to put on the
  Batman's cape and cowl and step out
  into the cold Gotham night to learn
  what being a hero is all about.
  Welcome to Gotham City is a short
  adventure that you can play on your
  own, without a Gamemaster. By the
  time you're 
  f
  inished playing through
  the adventure, you should have a
  pretty good idea of exactly what the
  game is all about. You can then move
  on to the Rules Manual and the full-
  blown JLI adventure "Exposed!
  Before long you will find yourself
  creating fantastic adventures of your
  own, featuring the entire line of DC
  superstars.
  How to Play
  During this adventure you will be
  playing the role of Batman. Find the
  Batman Character card and place it
  in front of you, along with a pad of
  scratch paper and a pencil. You
  should record your starting Current
  Body, Mind, and Spirit Conditions on
  your scratch paper. For Batman,
  these would be 6, 12, and 10,
  respectively.
  Begin reading the adventure with
  Paragraph #1. At the end of each
  paragraph you will be given a series of
  choices and paragraph numbers.
  Decide what you want to do and flip
  to the appropriate paragraph; it's
  that simple!
  ]Gotham City, 12:17 AM. The
  \night ivind cuts across your
  face as you dance over the urban
  jungle to the rhythm of the crisp clear
  evening. At night, the city has a life
  all its own. Its life is your life.
  Gotham is all yours.
  You swing over the Bowery and its
  hundreds of hungry mouths, flutter
  across the Sommerset rooftops, bathe
  in the light of the Coventry street
  lamps. It's quiet tonight.
  Turning, you pounce upon the
  harbor then toss over the rock of
  Lyntown. Nothing scurries out. You
  glide over the furnace of Charon,
  heart racing. Yes, it's quiet tonight
  Thank God for silence.
  But then comes Manchester. Always
  Manchester.
  As you weave your way in and out
  of the factories and tenements, a tiny
  hint of inconsistency catches your
  eye: a window, and a freshly broken
  window at that. Shattered glass is
  rudely scattered across the pavement
  in front of the Fernandez Brothers
  Warehouse.
  Time to punch the clock. This is
  what you are here for.
  The warehouse itsetf is a three
  story pre-fab. There are windows
  circling the building at waist-level,
  and a series of large loading doors,
  one of which is slightly ajar. A huge
  skylight runs the length of the room.
  So much for silence.
  If you would like to approach the
  window and look inside the ware-
  house, read Paragraph #5. If you
  would like to stop outside the window
  and scout around for clues, read
  Paragraph #7.
  lYou stretch out and briefly
  \grasp hold of the ledge, but
  your fingers give way one by one,
  dropping you to the ground urith a
  sick thud.
  Of course there is a chance that you
  w''' take a ''tt'e damage from the fa''.
  You have just fa,,en 30 feet. The
  Acting and Effect Va,ues of the
  "attack" you suffer when you strike
  the ground are equal to 4/4. In this
  case, your APs of Body serve as both
  the Opposing and Resistance Values.
  Make a standard Action Check and
  apply the RAPs as damage to your
  Current Body Condition. Remember
  that you can spend Hero Points to
  increase your Opposing and Resis-
  tance Values against the falling
  damage, but you must decide how
  many points you are going to spend
  before you roll the dice.
  You quickly get up and try to char
  the cobtvebs out of your head. Falling
  means noise; noise means trouble.
  Sure enough, a lone thief armed
  with a baseball bat comes bolting out
  of the warehouse, ready to attack.
  If your Current Body Condition
  was reduced down to zero or below by
  the falling damage, read Paragraph
  #17. If you would like to try to hide
  from the thief for the time being and
  choose your own moment to strike,
  read Paragraph #4. If you would like
  to battle the thief as he comes out of
  the warehouse, read Paragraph #19.
  /
  tThe Batarang twines itself
  J around a chimney, and you
  quickly make your way up to the roof
  and skylight.
  Looking down through the dirty
  glass, you see a lone thiqf rooting
  around in the boxes stacked upon the
  warehouse floor. He
  's armed, but it
  doesn't look too bad -just a baseball
  bat. Definitely an amateur.
  If you would like to strike an
  imposing silhouette against the moon
  and come crashing down through the
  skylight in the hopes of scaring the
  thief, read Paragraph #6. If you
  would simply like to crash down
  through the skyhght and attack the
  thief, read Paragraph #11.
  ]You quickly leap behind a
  \nearby dumpster, trying to
  elude the gaze of the thief.
  Now it's time for Batman to use his
  Thief Skill. In this case, the thief is the
  one that must make an Action Check.
  The thiefs Acting and Effect values
  are both equal to 3, his Int and Will.
  The Opposing and Resistance Values
  13
  
  of the Action Check are equal to the
  Batman's APs of Thief Skill. If the
  thief fails to get any positive RAPs,
  read Paragraph #20. If the thief
  succeeds with one or more RAP, read
  Paragraph #19.
  f
  iou cautiously approach the
  \shattered window and look
  inside. As you eccpected, you find a
  lone thief within, rooting around in
  the boxes stacked upon the warehouse
  floor.
  If you would like to use your
  Batarang to climb up to the skylight,
  read Paragraph #10. If you would
  like to simply enter the warehouse
  through the open loading door, read
  Paragraph #8.
  The brittle glass shatters
  beneath your knees as you drop
  to the floor urith an unholy shriek. As
  you fall, your cape billows up about
  you, casting the shadow of a bat over
  the thief below.
  Scaring someone like this is called
  Intimidation. In order to Intimidate
  someone, you use the Charisma Skill.
  Make an Action Check usingyour APs
  of the Skill as the Acting and Effect
  Values. The Opposing and Resistance
  Values are both equal to 3, the thiefs
  I nfl and Spirit. If your Action Check
  receives 3 or more RAPs, read
  Paragraph #15, otherwise read
  Paragraph #11.
  -J
  \You approach the window and
  J begin searching for clues.
  Here is where Batman uses his De-
  tective Skill. Make an Action Check
  using your APs of Skill as the Acting
  and Effect Values, against Opposing
  and Resistance Values of 7 and 7. If
  you receive 7 or more RAPs, read
  Paragraph #18, otherwise read
  Paragraph #13.
  '
  f AJ You jerk open the loading door
  0 w\with a creak, casting a long
  shadow across the warehouse floor.
  The thief hears the creaking noise
  and stops what he is doing. Whirling
  around, he spots your silhouette in
  the doorway.
  Read Paragraph #11.
  |yA/)o// step around your young
  BSjopponent and make your way
  through the warehouse. Cautiously,
  you begin searching behind the piled
  up crates - ra
  t
  e usually come in
  packs.
  Behind a half-ruined desk you
  finally find him - the accomplice.
  He's big, but scared. Kid's got a knife.
  He's making a move.
  Play out this battle just like the last
  one. (If you didn
  't battle the first
  thief, read the 
  f
  irst two non-italicized
  paragraphs of #11.) The thiefs
  statistics are:
  THIEF 
  Dex:      3 Stk:      3   Body: 3
  Int:      3 Will:    3   Mind: 3
  Infl:     3 Aura:    3   Spirit: 3
  Initiative: 9    Hkro Points: 0
  * Equipment:
  Knife [BODY: 2)EV:4)
  This thief is armed with a knife,
  meaning that his Effect Value is 4
  when he attacks Batman.
  If your Current Body Condition is
  reduced to zero or below at any point
  during the battle, read Paragraph
  #17, otherwise read Paragraph #21.
  1 You unhitch the Batarang
   
  from
  \your utility belt and cast it up
  into the night.
  In order to climb up the building,
  Batman must use his Acrobatics Skill.
  Make an Action Check usingyour APs
  of this Skill as the Acting and Effect
  Values against Opposing and Resis-
  tance Values of 6/6. If you receive one
  or more RAPs, read Paragraph #3. If
  you fail to gain any RAPs, read
  Paragraph #12.
  TJ
  filthough the thief is surprised
  ]and more than a little scared,
  he's not going down without a fight.
  Brandishing his baseball bat, he
  rushes ahead.
  Now you've got to battle the thief.
  In the DC Heroes RPG, combat is
  fought in phases. The first thing you
  do each phase is roll for Initiative.
  Roll 1D10 and add the result to your
  Initiative score, then do the same
  thing for the thief. Whoever has the
  highest Initiative total gets to make
  the first attack during this phase.
  After the Initiative winner makes an
  attack, the Initiative loser gets to
  make a counter-attack, assuming he
  is still conscious. After both parties
  have made an attack, begin a new
  phase with a new Initiative roll. Keep
  fighting until someone drops uncon-
  scious.
  Making a combat attack is a Dice
  Action, using your Dex as the Acting
  Value and your Str as the E
  f
  fect
  Value. The Opposing Value is equal to
  your opponent
  's Dex, and the
  Resistance Value is equal to your
  opponent
  's Body. Any RAPs you
  receive in combat indicate the
  amount of damage taken by your
  opponent and are subtracted from
  his Current Body Condition. Once a
  Character's Current Body Condition
  drops down to zero or less, s/he is
  unconscious.
  The thief has these statistics:
  THIEF 
  Dex:      3 Str;      3    Body: 3
  Int:       3 Will:     3   Mind: 3
  Infl:     3 Aura:    3   Spirit: 3
  Initiative: 9    Hero Points: 0
  . Equipment:
  Baseball Bat [BODY: 1, EV: 4]
  The thief is also armed with a
  baseball bat, meaning that he can use
  an E
  f
  fect Value of 4 when he strikes
  Batman, instead of the usual 3
  dictated by his Str.
  If you are knocked unconscious by
  the thief, read Paragraph #17. If you
  knock the thief unconscious, you can
  either search the thiefs unconscious
  body for clues (read Paragraph #14)
  or look around the warehouse (read
  Paragraph #9).
  UTie Batarang seems to strike
  fits mark, and you begin scaling
  up the wall. Just as you near the top,
  however, you hear a horrifying
  scmnd. Your line snaps! Instantly,
  you are plummeting to the ground
  thirty feet below.
  As you fall, you catch sight of a
  window ledge just below you. If you
  arch your descent just right, you can
  grab the ledge and catch yourself.
  In order to grab the ledge. Batman
  must make an Action Check using his
  Dex as both the Acting and Effect
  Values, against Opposing and Resis-
  tance Values of 8. If you receive one or
  more RAPs, read Paragraph #16,
  otherwise read Paragraph #2.
  VYou scour for clues but find
  '[nothing.
  You can now either use your
  Batarang to climb up to the skylight
  (Paragraph #10), enter the ware-
  house through the open loading door
  (Paragraph #8), or look in the
  broken window (Paragraph #5).
  mtmmYoii slowly approach the thief,
  hoping to find a clue to his
  identity.
  You are only a foot away from the
  young punk when you hear light
  breathing behind you. There were
  two of them! You should have been
  more careful.
  Whirling, you find yourself
   face to
  face with another thiqf. This one is
  armed with a knife.
  14
  
  First, you've got to check and see if
  the thief caught Batman by surprise.
  To do so, have Batman make an
  Action Check using his Int and Will
  as the Acting and Effect Values
  against Opposing and Resistance
  Values of 5/5. If this check succeeds
  with one or more RAPs, you noticed
  the thief in time, otherwise Batman is
  surprised and cannot act during the
  f
  irst phase of combat.
  Play this battle just like the last one.
  The thiefs statistics are:
  THIEF 
  Dex:     3 Str:      3   Body: 3
  Int:      3 Will:    3   Mind: 3
  Infl:     3 Aura:    3   Spirit: 3
  Initiative: 9   Hero Points: 0
  . Equipment:
  Knife [Body: 2,EV:4]
  This thief is armed with a knife,
  meaning that his Effect Value is 4
  when he attacks Batman.
  If your Current Body Condition is
  reduced to zero or less during the
  battle, read Paragraph #17, other-
  wise read Paragraph #21.
  \You've managed to scare the
  J thief completely out of his wits.
  He drops his baseball bat and shields
  his eyes in horror. Dropping into the
  shadows, you reach down to your
  utility belt and toss the thief a pair of
  Batcuffs.
  "Put them cm, "y<mgrowl, "NOW!"
  Quivering, the thief quickly slaps
  the cuffs across his wrists.
  You can now either search the thief
  for clues (Paragraph #14), or look
  around the warehouse (Paragraph
  #9)./
  '
  lArching your body as you fall,
  J you barely manage to grasp the
  ledge on the way down and pull
  yourself up. In no time, you've
  already recovered the Batarang, tied
  the line off, and made your way up to
  the skylight.
  Read Paragraph #3.
  As you slump into unconscious-
  ness, you see the thief
   
  grin and
  start toward you. This looks like the
  end. Certainly not an honorable way
  to go.
  But expecting the tvorst, you get the
  best. Just as the thief is hovering over
  you, you hear someone shout,
  "Freeze!" Charging up behind the
  frightened thief are Commissioner
  Gordon and four of his men. The
  young punk drops his weapon.
  Lucky, old man. Lucky.
  Gotham is a dangerous place, and
  nobody ever said being a hero is easy.
  Why don't you go back to Para-
  graph #1 and try again?
  TERMS
  I IKS I 1)1.1 IM I)
  Whoever smashed the window
  \accidentally kicked over a
  bucket of sawdust, scattering its
  contents across the pavement. In the
  dust you notice two sets of footprints
  - there must be two thieves!
  Now you can either look in through
  the broken window (Paragraph #5),
  climb up to the skylight (Paragraph
  #10), or enter through the loading
  door (Paragraph #8).
  You see the thief approach and
  prepare yourself
   
  for his attack.
  Read Paragraph #11.
  ]From behind the dumpster,
  \you see the thief stop and look
  around. After waiting a few seconds,
  he nervously steps back inside. He
  must not have seen you.
  You can now look in through the
  broken window (Paragraph #5), or
  enter through the open loading door
  (Paragraph #8).
   f\You've subdued and cuffed
  j both thieves. A search of their
  jacket pockets reveals that neither is
  carrying any identification. A quick
  call to Commissioner Gordon and
  you can be on your way.
  Another job well done. Welcome to
  Gotham City.
  COMMON ABBREVIATIONS
  APs  Attribute Points
  AV Acting Value
  CS  Column Shift
  DEX Dexterity
  EV Effect Value
  GM Gamemaster
  HPs Hero Points
  Infl Influence
  Int Intelligence
  NPC Non-Player Character
  OV Opposing Value
  RAPs  Result APs
  RV  Resistance Value
  Str Strength
  2D10  Two ten-sided dice
  Acting Value (AV)   p. 8
  Acting/Opposing Attributes ... p. 6
  Action Check   p. 8
  Action Table  p. 7
  Advantages  p. 10
  Attributes   p. 4
  Attribute Points   p. 4
  Aura (AURA)  p. 6
  Automatic Actions   p. 12
  Bidding  p. 11
  Body (Body)   p. 5
  Character   p. 2
  Column   p. 8
  Column Shift (CS)   p. 9
  Column Shift Threshold   p. 9
  Current Body Condition   p. 5
  Current Mind Condition   p. 5
  Current Spirit Condition   p. 6
  Dexterity (Dex)   p. 4
  Drawbacks   p. 10
  Effect Attributes  p. 6
  E
  f
  fect Units  p. 4
  Effect Value (EV)   p. 9
  Gamemaster (GM)  p. 2
  general environment   p. 2
  Hero Points (HPs)   p. 11
  immediate environment   p. 2
  In
  f
  luence (Infl)   p. 6
  Intelligence (Int)   p. 5
  larger environment   p. 2
  Mental Attributes  p. 5
  Mind (Mind)   p. 5
  Mystical Attributes   p. 6
  Non-Player Character (NPC) .. p. 2
  Opposing Value (OV)   p. 8
  Phase  p. 4
  Physical Attributes   p. 4
  Player   p. 2
  Powers   p. 10
  Resistance Attributes  p. 6
  Resistance Value (RV)   p. 9
  Result APs (RAPs)  p. 6
  Result Table   p. 9
  Row   p. 8
  Skills  p. 10
  Spirit (Spirit)  p. 6
  Strength (Str)  p. 4
  Success Number   p. 8
  2D10  p. 7
  Will (Will)  p. 5
  world environment   p. 2
  All characters, and their distinctive likenesses, names, logos, props and other related
  Indicia are Trademarks of DC Comics Inc. Copyright ©1990 DC Comics Inc. Used under
  license by Mayfalr Games, Inc. All rights reserved.
  15
  
  ION
  Opposing Value Columns
  0
  QC
  0)
  3
  03
  >
  0)
  c
  <
  1-2
  3-4
  5-6
  7-8
  9-10
  11-12
  13-15
  16-18
  19-21
  22-24
  25-27
  28-30
  31-35
  36-40
  41-45
  46-50
  51-55
  56-60
  +5
  0
  6
  5
  4
  4
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  1 3 5 7 9 11 13 16 19 22 25 28 31 36 41 46 51 56
  to   to   to   to   to   to   to   to   to   to   to   to   to   to   to   to   to to
  2 4    6     8    10   12   15   18   21   24   27   30   35   40   45   50   55   60 +5
  11
  9
  7
  5
  4
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  13
  11
  9
  7
  5
  4
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  15
  13
  11
  9
  7
  5
  4
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  18
  15
  13
  11
  9
  7
  5
  4
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  21 24
  18 21
  15 18
  13 15
  11
  9
  7
  5
  4
  3
  3
  3
  3
  3
  3
  3
  3
  3
  13
  11
  9
  7
  5
  4
  3
  3
  3
  3
  3
  3
  3
  3
  28
  24
  21
  18
  15
  13
  11
  9
  7
  5
  4
  3
  3
  3
  3
  3
  3
  3
  32
  28
  24
  21
  18
  15
  13
  11
  9
  7
  5
  4
  3
  3
  3
  3
  3
  3
  36
  32
  28
  24
  21
  18
  15
  13
  11
  9
  7
  5
  4
  3
  3
  3
  3
  3
  40
  36
  32
  28
  24
  21
  18
  15
  13
  11
  9
  7
  5
  4
  3
  3
  3
  3
  45
  40
  36
  32
  28
  24
  21
  18
  15
  13
  11
  9
  7
  5
  4
  3
  3
  3
  50
  45
  40
  36
  32
  28
  24
  21
  18
  15
  13
  11
  9
  7
  5
  4
  3
  3
  55
  50
  45
  40
  36
  32
  28
  24
  21
  18
  15
  13
  11
  9
  7
  5
  4
  3
  60
  55
  50
  45
  40
  36
  32
  28
  24
  21
  18
  15
  13
  11
  9
  7
  5
  4
  65
  60
  55
  50
  45
  40
  36
  32
  28
  24
  21
  18
  15
  13
  11
  9
  7
  5
  70
  65
  60
  55
  50
  45
  40
  36
  32
  28
  24
  21
  18
  15
  13
  11
  9
  7
  75
  70
  65
  60
  55
  50
  45
  40
  36
  32
  28
  24
  21
  18
  15
  13
  11
  9
  80
  75
  70
  65
  60
  55
  50
  45
  40
  36
  32
  28
  24
  21
  18
  15
  13
  11
  +5
  C
  + 5: One Column Shift for each +5.
  C: Cancel - One +5 Row cancels one +5 Column.
  Resistance Value Columns
  n
  5
  o
  cc
  3
  T
  O
  >
  0
  0)
  LU
  1-2
  3-4
  5-6
  7-8
  9-10
  11-12
  13-15
  16-18
  19-21
  22-24
  25-27
  28-30
  31-35
  36-40
  41-45
  46-50
  51-55
  56-60
  +5
  X
  +1
  +1
  +1
  +1
  +1
  +1
  +1
  +1
  +1
  +1
  +1
  +1
  +1
  +1
  +1
  +1
  +1
  +1
  0
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  1 3 5 7 9 11 13 16 19 22 25 28 31 36 41 46 51 56
  to   to   to   to   to   to   to  to   to   to   to   to   to   to   to   to   to to
  2 4    6    8    10   12   15   18   21   24   27   30   35   40   45   50   55   60 +5
  1
  2
  3
  5
  8
  10
  12
  14
  18
  21
  24
  27
  30
  35
  40
  45
  50
  55
  N
  1
  2
  4
  6
  9
  11
  13
  17
  20
  23
  26
  29
  34
  38
  43
  48
  53
  N
  N
  1
  3
  4
  7
  9
  11
  16
  19
  22
  25
  28
  33
  36
  41
  46
  51
  N
  N
  N
  2
  3
  6
  8
  10
  14
  17
  20
  23
  26
  31
  34
  40
  44
  49
  N
  N
  N
  N
  2
  4
  7
  9
  12
  15
  18
  21
  24
  29
  32
  38
  42
  47
  N
  N
  N,
  N
  N
  3
  5
  8
  10
  13
  16
  19
  22
  27
  30
  36
  40
  45
  N
  N
  N
  N
  N
  N
  3
  6
  8
  11
  14
  17
  20
  25
  28
  34
  38
  43
  N
  N
  N
  N
  N
  N
  N
  4
  6
  9
  12
  15
  18
  23
  26
  31
  36
  41
  N
  N
  N
  N
  N
  N
  N
  N
  4
  7
  10
  13
  16
  21
  24
  28
  34
  39
  N
  N
  N
  N
  N
  N
  N
  N
  N
  5
  8
  11
  14
  19
  22
  26
  32
  36
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  6
  9
  12
  17
  20
  24
  30
  33
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  7
  10
  14
  18
  22
  27
  30
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  8
  12
  16
  20
  24
  27
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  9
  13
  17
  21
  24
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  10
  14
  18
  21
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  11
  15
  18
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  12
  15
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  13
  +5
  *
  *
  *
  *
  *
  *
  *
  *
  *
  *
  *
  *
  *
  *
  *
  C
  . For every 5 APs ot Effect Value over 60. increase the RAPs by 5. A All. The Result APs are equal to the Effect Value.
  "   Shift the Effect Value up one row for each *5 column and use C  Cancel. One <-5 Row cancels one *5 Column.
  the 60 Resistance Value.
  N   No Effect.The action has no effect on the target.
  16
  
SOURCE: textdata/thevault/DC Heroes/2nd Edition/Boxed Set 2nd Ed/DC Heroes RPG Boxed Set 2nd Ed - 1. Read This First (OCR).pdf