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Hero System 6e Heroic

A Hero System 6th Edition character sheet for Roll20

This character sheet is designed for use in heroic-level Hero System games such as Fantasy Hero or Star Hero. Characters in these games tend to have many skills, few powers, and employ weapons that generally do killing damage and are purchased with in-game money rather than character points. The overall aim of this character sheet is to make playing Heroic-level games in Hero System as easy as possible. This sheet attempts to handle the basic bookkeeping math for characteristics, skills, powers, and complications. However, no skill names, power names, power descriptions, advantages, or limitations are included, except for the six skill enhancers, overall levels, and endurance-related choices, which are required for the internal math. Please refer to official Hero System rules publications or the official helper software Hero Designer for this information (https://www.herogames.com).

The number of skills (50 general skills, up to 12 combat skills, 9 maneuvers, and up to 9 languages) and powers (20) is hard-coded to handle the background math and for aesthetics, but should be sufficient for most cases.

Note

For help, comments, feature requests, or bug reports please contact Villain In Glasses on Roll20 or consider this HERO Games forum thread.

Contents

Buttons and The Tally Bar

Page 1: Characteristics

Page 2: Gear

Page 2: Maneuvers

Page 3: Skills

Page 4: Powers

Page 5: Talents and Complications

Page 6: Options

Vehicles

Mod Support

Tokens

The Turn Tracker

Buttons and the Tally Bar

Roll buttons are color-coded:

Orange Button Orange buttons are for skill checks and characteristic rolls.

Blue Button Blue buttons are for armor activation rolls.

Red Button Red buttons are for killing damage attacks.

Green Button Green buttons are for normal damage attacks.

Light Blue Button Light blue buttons are for blocks and shield attacks.

Purple Button Purple buttons are for powers.

Gray Button Gray buttons send description text to chat.

The Tally Bar

Tally Bar

At the bottom of the character sheet you will find the Tally Bar. The Total field represents points spent on characteristics, skills, and powers minus complications and bonus points. The latter represent free items in a campaign that shouldn't count against your starting point total, but nonetheless should be accounted for.

Note that the total points may not update immediately. You may force an update by clicking on any other item on the character sheet.

Page 1: Characteristics

Page 1

The first page displays characteristics, combat abilities, and movement abilities. Use the "Value" column for purchased abilities and the "Mod" column for abilities granted by powers or other means. HS6eH uses the sum for characteristic, skill, ability, and damage rolls. Note that if your campaign does not use characteristic maximums (doubling points on abilities above these maximums) remember to uncheck this option on the Options Page.

The first page also includes a portrait section designed as a slideshow. The first shown welcome message, which is permanently dismissed if changed. The second slide is the player's avatar image that can be assigned via the Character's "Bio and Info" tab (250 by 250 pixels). The third is a sticky note for text.

Health Status Indicator

Health Status Indicator

In the upper right corner of Page 1, Page 2, and Page 4 you will find a health status indicator. The STUN and END fields are linked to your maximum STUN and Endurance. Meaning the Reset button will set these two status fields to the character's maximum values. The Recover button will add one recovery step to STUN and END, up to characteristic maximums. The Recover button will also prompt if you are taking a Post-Segment 12 Recovery or recovery action. In the case of a Post-Segment 12 Recovery, your END/Turn costs will be subtracted from the recovery.

Turn Segments and Initiative

Turn Segments

A combat turn in Hero is divided into twelve 1-second segments. A character's speed determines the segments or phases it may act. These are indicated in hot pink squares shown below the character portrait. The "Tracker" button sends the character's Dexterity value to the Turn Tracker for a selected token.

Perception

Perception Rolls

The default roll for Perception is equal to the character's Intelligence Roll. Perception can be improved via the power Enhanced Senses, which can come in the form of a spell, racial bonus, technical aid, magical item, and so forth. Perception might even be reduced via a physical complication. Furthermore, the perception of individual senses can vary. This character sheet provides space for four different perception values, starting with the base value, and adding vision, hearing, and smell. The individual senses are only labels and can be changed to radar, infra-red vision, sonar, or what have you. The modifier for the base level perception applies to all other perception rolls. Since perception roll modifiers can come form many sources you will need to account for character points spent on them elsewhere.

Page 2: Gear

Page 2

The Gear page provides space for most of a character's attacks, defenses, and equipment (physical goods or equivalent powers) as well as a section for common and martial combat maneuvers.

Along the top is an accounting of your carried weight and DCV and movement penalties. The Endurance cost is accounted for automatically when taking a Post-Segment 12 recovery. Each value is read-only except "DCV Modifier." Use this field to account for skill levels or items that might reduce or enhance your DCV (see the note on current DCV in the token section below).

Encumbrance

To the right of the encumbrance bar you will find OCV* and DCV*. These combat values represent the character's OCV and DCV after the modifiers applied by the most recent maneuver. If the action was a mental power, these values represent OMCV and DMCV. Roll modifiers are not applied to OCV* and DCV* due limitations of Roll20's roll actions.

Ephemeral CVs

The sheet includes space for four defenses (plus four more accessible via the "A/B" set button).

Armor Table

The Defense entry space is actually a button that brings up a worksheet in which you can enter values for PD, ED, power defense, mental defense, and flash defense. The sheet will use these values to create a summary of these defenses for display in the parent table.

Armor Worksheet

Use the "Roll" button to send an item's critical information to the chat window. If ACT is not NA Roll20 will make an activation roll. If the option to use the hit location system is active, Roll20 will also display locations.

Armor Activation Chat MessageArmor Activation Alternate Chat Message

The weapons section contains space for five weapons (or spells or abilities with weapon-like action). Most of these fields may simply be entered after referring to equipment tables. The weapon damage "field" is actually a button that brings up the Weapon Worksheet, which prepares a base weapon for a character's use.

Weapons Table B

With the Weapon Worksheet open, begin by entering a weapon's base damage. HS6eH will attempt to translate entered damage to a valid HERO damage dice string, meaning some combination of xd6, +d3, +1, and -1 for killing damage and xd6 and +d3 for normal damage (Damage Type of Normal or Power). The resulting dice string will appear on the right under "Results."

Tip

A weapon with damage type power will use the violet power template for attack rolls and damage. Potentially useful for special weapons or weapon-like adjustment powers.

Next, set the weapon's minimum strength value and the strength the character actually uses. If strength improves damage, check "DMG Enhanced by STR." Generally one only adds increments of +5 STR over the minimum since +5 STR = + 1 DC (damage class). Using less than a character's maximum strength may mean saving END costs. Note that typically a weapon's damage class can only be doubled via strength and skill enhancements, but this may be overridden with the option "Weapon Damage limited to 2x Base Damage." Combat Skill Levels can increase damage as well at a cost of +2 CSLs = + 1 DC. These may be entered either in the worksheet or, more conveniently for play, adjusted from the Weapons Table.

Weapon Worksheet

HERO System 6th Edition considers certain power advantages when determining enhancements to damage (e.g., armor piercing, see 6E2 98-100). HS6eH uses an algorithm that duplicates the Damage Classes Quick-Reference Tables found on 6E2 101 plus a best attempt to expand them using the Expanded Damage Class Tables available for a small fee separately from Hero Games. The expanded tables were used only as guidance since they do not always agree with the rulebook (and are missing some important common values).

A/B Button The "A/B" buttons in the Armor, Weapons, and Equipment title bars swap the visible set with an alternate set. One set could be an adventurer's traveling kit and the second a heavier battlefield loadout. Alternatively, a hero such as Neo in the Matrix might just need as many weapons as they can carry. The "up" mover button of the top item exchanges the top items of each set. The "down" mover button of the bottom item likewise exchanges the bottom items of each set.

Weapons Table A

Each item in the Armor, Weapon, and Equipment sections has an associated check box that marks an item as carried. Check the box above the item mover arrows to reveal them. When unchecked, the item's mass will not count toward carried weight.

Carried Items

Page 2: Maneuvers

HERO combat provides a number of tactical options via maneuvers and is an important aspect of play. The Standard Maneuvers slide is accessible using the (S) button in the lower right pane that also includes targeting, martial maneuvers, and a text field. Click the name of a desired maneuver to show its action "card." Those that work with weapons will a change the color the weapon's "Roll" button (blue for Block, orange for Disarm, red or green for attacks, and gray when unavailable). Each card also provides a button when unarmed combat is an option. Each maneuver's OCV and DCV may be increased by the supplied CSL input fields.

Standard Maneuvers

The Martial and Custom Maneuvers slide (M) may be used for purchased martial arts or custom maneuvers. The fields CP, OCV, DCV, and Phase have their usual meanings. OCV and DCV have two input fields. The second is intended for . Damage may also be increased by the application of Damage Classes, which cost two CSLs. Roll20 will convert damage dice to DC, add the DC modifier, and then convert the net back into dice.

The "Type" selector is important since it determines whether or not the maneuver is for unarmed or armed combat. The choices are Attack, Block, Contest, Dodge, WP Attack, WP Block, and WP Contest. The unarmed Attack type has a direct entry field for damage. The "WP Attack" variant will activate weapon Roll buttons and applies the DC bonus to weapon damage. The Contest types invoke the strength contest dialog, with the maneuver's STR Mod value added to the attacking character's strength. END costs for WP maneuvers will include the base weapon endurance cost plus the END Mod. Martial arts maneuvers generally do not have END costs, so the unarmed variants assume zero END plus the END Mod value.

Martial Manuevers

Basic information about a martial maneuver can be shared in the chat window via the 'show' buttons.

To make an attack, first select one of the Standard Maneuvers or Martial Maneuvers (if available) and press either a weapon's Roll button or the maneuver card's button (if unarmed combat). A dialog box will first ask for combat OCV bonuses or penalties, then a chat window will show the character's name, attack roll made, endurance cost, and a button to further roll damage if the GM determines the attack a success. The damage button will roll hit location (optional) and the BODY and STUN damage results. The shield is treated as a weapon except that the DCV bonus for defense is an OCV penalty for attacks.

Killing Attack Chat Message

An attack doing normal damage appears in chat with a green heading. The weapon's damage dice determine STUN and BODY is calculated from the Hero formula: 1 pip is 0 BODY, 2-5 pips are 1 BODY, and 6 is 2 BODY damage. The weapon's STUNx modifier is ignored. Note that a d3 result of "3" does 1 BODY and a "2" has a 50% chance to contribute 1 BODY damage as well. In the example below, the 1d3 damage added to the bo staff (here 5d6+1d3), contributed 1 BODY and 2 STUN.

Normal Attack Chat MessageNormal Attack Chat Message Expanded

Hit location system (Optional)

To make a targeted attack select the radio button corresponding to desired focus of your attack. If the target is stunned or otherwise incapacitated check the "1/2 penalty" option. Characters who purchased penalty skill levels may also apply them using the "Apply PSL" input. Any of the attack buttons on the Gear sheet will automatically calculate the character's OCV, determine the hit location, and calculate stun for killing attacks. The attack message will also display post-defense STUN and BODY modifiers. An attack using a weapon marked as "AoE" will not use the hit location system (this allows the hit location system to be applied on a case by case basis).

Hit Locations

Knockdown and Knockback (Optional)

If your campaign uses the optional knockdown or knockback rules, Roll20 will roll knockback dice and subtract the total from the BODY damage done by the attack. The outcome appears after the calculated damage result. A distance from knockback, two down arrows for knockdown, and three dots for a null result. Hover over the calculated result to see the knockback roll. Note that knockback isn't rolled for mental damage.

Knockdown

Page 3: Skills

Page 3

Characters in Heroic campaigns can have a lot of skills. The left side of this page has room for fifty general skills. The base skill chance of general skills is determined from the type of skill selected and the number of points spent. Skills of type "Group" will apply +1 per 3 CP spent to the next three skills listed. For example, in the image below, the first skill, "Spacecraft Officer," is a regular skill of type "PS" or Professional Skill. The third skill, Command Skill Group, is a 6-CP skill of type "group" that applies +2 to the rolls of Teamwork, Persuasion, and Oratory.

Group Skill Levels

There is space for up to nine languages. Any language skill selected with "Native" fluency costs 0 CP, except for those campaigns where literacy costs points (an option on the Options Page).

Skill Enhancers, when purchased (checked), reduce the cost of relevant knowledge-type skills. The benefit is reflected in the calculated skill rolls as per the number of points spent on each skill. The enhancer does not subtract character points. Note that the Skill Enhancer "Well-Connected" is not considered in the automatic calculation of any skill roll field. Keep this skill enhancer's benefit in mind when you calculate points spent on Perks on Page 5.

Page 4: Powers

Page 4

The Power page can accommodate twenty powers. The top and bottom sections have different color schemes for organizational purposes, but are otherwise the same. A health status indicator bar occupies the upper right corner of the sheet along with a range table and limited selection of standard maneuvers (to be expanded in a future update). Each section displays one power in its fully expanded form, which is activated by clicking on the power's name. The up and down arrow widgets will move the power accordingly, swapping positions with the upper or lower power.

HS6eH calculates a power's character and endurance costs from the base cost provided and advantages and limitations entered. A power framework is treated as its own entry as shown in the figure below. The second power "Ice Bolts" belongs to the Multipower as a Variable Slot. The "AF" in "Reduced AF" refers to autofire, which is an advantage chosen for this particular power that increases the cost of Reduced Endurance.

Multipower

The "Roll" button produces general output that may or may not apply to the power being used. When pressed, Roll20 will make a 3d6 success roll to compare against the given activation roll target, rolls a (potentially modified) attack roll of 3d6, displays the END cost, and optionally shows the power's description. If the power is an attack (as checked) a damage roll also appears. The attack and damage rolls are classified as "power," "killing," "normal," or "mental" as selected on the sheet. In addition to affecting the interpretation of the damage dice, "mental" assumes mental combat.

Multipower

The endurance cost shown can optionally be automatically deducted from the character's health status. However, some powers require additional endurance payments (such as Autofire powers) or endurance costs that must be satisfied every phase (constant powers). Use the "END" button to manually deducts a power's endurance cost.

At present, the standard maneuvers Strike, Multiple Attack, and Haymaker may be selected for powers. Additionally, one may apply the range modifier maneuvers Set and Brace with the provided checkboxes. If the power is of type Normal, Killing, HTH, or HKA, Roll20 will increase the power's DC by one per two CSLs applied plus four for Haymakers. Just as for weapons, some of the power's advantages will modify the adjusted damage and this advantage can be entered via the DA selector (See 6E2 98). If the power would be considered an unusual haymaker, Roll20 will add dice or strength as per the inset on 6E2 69. CSLs would not be included. Other powers of type Power or Mental will not have their dice modified by the Haymaker maneuver or CSLs. In such cases Roll20 will reset the maneuver to Strike and the applied CSLs to zero.

Power Maneuvers

Page 5: Talents and Complications

Page 5

The "Perks & Talents" section on top can be used for Talents, Perks, or any other item that doesn't fit elsewhere. Points spent in this section are counted as Powers in the Tally Bar. The "Roll" button allows for an activation roll as needed. Press the "show" button to send the description text to chat.

Show

The only trick to the Complications section is to remember that points gained from selecting Complications subtract from the total points calculated in the Tally Bar.

Page 6: Options

Page 6

The last page of this sheet contains a number of gameplay or display options.

Character Options:

Use Characteristic Maximums

If checked, character point costs are doubled above the standard Hero System maximums.

Literacy Costs Character Points

If checked, literacy costs 1 CP per language selected in the Skills tab. Typical for Fantasy Hero settings but not Star Hero campaigns.

More Combat Skills; Fewer Languages

This option adds five more combat skill slots at the cost of five language slots. Any skills hidden by this option are not counted as purchased skills.

Takes No Stun

This option is commonly used for automaton-type characters that cannot be stunned and do not use END.

Untiring

Similarly, Untiring is a more limited form of Takes No STUN where the character does not pay END costs for strength.

Super-heroic Campaign Endurance

If checked, Strength costs 1 END per 5 STR to use rather than 1 END per 10 STR.

Weapon Damage Limited to 2x Base Damage

Most heroic-level campaigns cap enhanced weapon damages. Uncheck this to remove the cap.

Choose d6-1 over d3 when Adjusted Damage is ambiguous

HERO damage tables often contain a choice between xd6+d3 or (x+1)d6-1. The latter is slightly better on paper, but some players prefer the former.

Carry all Gear Sets

If checked, carried weight includes both A and B sets of weapons and armor. This option essentially declares whether a character has a single kit or two kits.

Use Vehicle Attributes

This option changes the Characteristics page and the Health Status Indicators. See the Vehicles section below.

Gameplay Options:

Display Degree of Success

By default this is checked, showing the amount a roll succeeded or failed by. In the case of attacks it will show the DCV that you are able to hit. Unchecking this will instead show a Base Chance for skills, and the total OCV bonus for attacks, followed by a Roll line that will show the results of 3d6 roll. This doesn't affect anything rules wise, just a preference on how players would want to see the details of their rolls.

Use Hit Location System

Select this option if your GM uses this optional game mechanic. Hit Location Tables and support for attack options appear alongside the maneuvers and treasures panes.

Health Reset Buttons reset Combat Choices

When checked a reset returns maneuver and targeting selections to their default states.

Health Reset Buttons reset applied CSLs

Similarly, here a reset also returns applied Combat Skill Levels to zero.

Attack and Power Buttons Apply END Costs

If checked, these buttons will subtract an attack or power's endurance cost once from a character's current END in addition to their normal effects.

Show Power Descriptions in Chat

Uncheck if you would like to tidy up powers in the chat area.

Show Tally Bar

Uncheck to hide the Tally Bar.

Tally Net CP instead of Spent CP

If you prefer an accounting only of spent character points, uncheck this option. This method is more in keeping with 6th Edition sources.

Name-Title Separator

Paste a single Unicode character in this text field if you would like a custom dingbat displayed between a character's name and title in Chat. For a list of possible characters, try Unicode/List of useful symbols. Most of the monochrome symbols should work as well as a few of those with color. Font size seems to be just right or too small.

Roll for Knockback

If the campaign uses knockback rules select whether if it is for full knockback or only knockdown. The default is never and the standard knockdown roll is 2d6. Lower power campaigns might opt for a knockback roll of 1d6 and higher power campaigns might use 3d6.

Whisper Rolls to GM

This dropdown offers three options: Never, Always, or Prompt. These give the option to send your rolls only to the GM, with prompt offering the option whenever you roll or show an ability.

Delete Option

Activate Item Delete Mode. Deactivate to complete Deletion

This option activates or deactivates the line item deletion mode for gear, skills, powers, talents, and complications. Select whichever items you would like to remove. These items will not be deleted until you deactivate the mode. You may abandon your selections and abort the mode by either pressing one of the reset buttons or by closing the character sheet.

Caution

Use of the Delete Mode may lead to unwanted data loss. Deleted items are not recoverable.

Vehicles

Vehicles

The "Use Vehicle Attributes" option reconfigures the first page for use with vehicle characters. This option adds the Size attribute, which determines secondary characteristics like length, mass, and the OCV bonus to hit the vehicle (OCV+). Size also adds to strength, reflected in the strength modifier. Many characteristics like CON, INT, EGO, and PRE aren't used for vehicles and are hidden (but not deleted).

This configuration has four tailored power sections that would commonly used by vehicles: two movement powers (propulsion systems) and two endurance reserves (power systems).

Propulsion

Note that HERO System vehicles typically start with 12 m of Running and 4 m of Swimming. Since most vehicles add modifiers to or buy back these attributes, this sheet assumes zero for each and refunds the character 14 points.

MorePropulsion

The More button reveals inputs for advantage and limitation values as well as the option to add endurance costs. In the example above we noted "Costs END (-1/2)" in the text box, but didn't enter "0.5" as a limitation. This is not necessary because the selection of "Full END" automatically applied this limitation.

If a propulsion system is part of a multipower, which would be entered on the Powers page, change the Single Power selection to Variable Slot or Fixed Slot as appropriate.

Reserves

The primary and auxiliary endurance reserves replace the END and STUN attributes in the Health Status Indicator (as END and AUX). Endurance costs will be subtracted from one of these two attributes, selected by the adjacent radio buttons as shown below.

VehicleHealth

Mod Support

HERO System 6e Heroic HD Importer

The utility mod HeroSystem6eHeroic_HDImporter (available in the quick install menu) imports characters created in or purchased for HERO Designer. Please refer to the mod README for further information and instructions for use.

HERO Markdown

HeroMarkdown is a style specification for BaldarSilveraxe's Roll20 markdown script modeled after Slugnet's Alien RPG conversion. Markdown can make creating attractive handouts easier.

HERO Roller

If you would like more flexibility in creating macros you might consider adding Hero Roller to your game. Version 1.3.0 of Hero Roller adds support for HS6eH attribute names.

Tokens

Token

Roll20 tokens can display numeric values of three attributes as well as three status bars. Let me suggest the attributes CurrentDCV, CurrentBODY, and CurrentEND these should automatically be coupled with their maximum values. The hidden attribute currentDCV is presently equal to the character's DCV + Shield DCV Bonus - DCV Weight Penalty + DCV Modifier.

Vehicles do not have STUN and don't use the END attribute. For vehicles, I suggest using CurrentPrimaryEND and CurrentAuxiliaryEND, which point to the two vehicle endurance reserves.

Token Settings

Turn Tracker

We can make the Roll20 Turn Tracker a little more useful by creating a phase indicator using token actions. Make a new character called "Turn Token" or something similar. You can leave it as-is, but I'd suggest giving it a 12 Dexterity. Give it an appropriate avatar image such as the clock face below. Drag the avatar to the map to create a token. There I suggest giving the token a Nameplate name such as "Segment."

Hero Clock Token

Create the following four macros:

Set-Segment-1: 1 &{tracker}

Set-Segment-12: 12 &{tracker}

Segment-Plus-1: 1 &{tracker:+}

Segment-Minus-1: 1 &{tracker:-}

Follow the instructions in the wiki on Linking Tokens To Journals (https://wiki.roll20.net/Linking_Tokens_to_Journals) to create character abilities for each of these four macros and check them as token actions. You can spice the macros up so that they send flavor text to chat, but at the bare bones level, the new abilities need only look something like this:

Turn Token Abilities

During play, add the Turn Token to the Turn Tracker using the "Tracker" button on the token's character sheet. The initiative shown for the Turn Token can be used to indicate the current segment, which you can change with the token actions. It might also be handy for other character tokens to have their phases listed in their Nameplate names so that they appear in the Turn Tracker.

Turn Tracker

First version by Villain In Glasses, August 1, 2021.

Recent updates:

Oct 5, 2025 added option to automatically roll for knockback (Version 4.80)

May 8, 2025 added mental, power, and flash defense to armor (Version 4.70)

March 7, 2025 adds Mental as a weapon damage type (Version 4.50).

February 5, 2025 adds vehicle support (Version 4.40).

January 25, 2025 adds damage type (killing, normal, and power) to the weapon worksheet (Version 4.10).

January 3, 2025 to represent the sheet as of Version 4.02.

November 21, 2024 to represent the sheet as of Version 3.81 and updated support in Hero Roller 1.3.0.