Perk Descriptions


CONTACT
   This represents the fact that a character might know someone who can occasionally help him out. This Perk can be purchased many times; in each case, it represents a single person that the character knows. The Contact usually holds a job or position that can be useful to the character. Contacts must be determined when the character buys the Perk, Contacts must be approved by the GM. Examples include a police sergeant, a CIA clerk, a Senator, a helicopter pilot, an underworld informant, or a makeup artist. Each Contact is bought like a Professional Skill; that is, the character gets a Contact that will help on an 8 or less for 1 point, an 11 or less for 2 points, and +1 to the Contact Roll for every +1 point thereafter. The GM may rule that exceptionally useful Contacts (like the President, a KGB colonel, a billionaire) would cost more; charge an extra 1, 2 or 3 Character Points for the base 8 or less Contact Roll. When the character needs some special help during an adventure, he can try to get in touch with his contact. The GM should require the character to make a Contact Roll. Of course, modifiers are appropriate (camping out on the Contact's doorstep might add a +2 bonus). If the player reaches the Contact, then he has to convince the Contact to help him. The base chance is the Contact Roll. This is modified extensively by the exact nature of the help the character needs. If it's troublesome, dangerous, or expensive, this can be a -1 to a -5 (or worse) penalty to the roll. Persuasion is a complementary Skill. Offering money or a future favor in exchange will increase the chance (the GM should add a bonus to the roll).
   Contacts should only be used to do things that the character can't do, or would have great difficulty doing. Contacts should never hand the solution for an adventure to the characters. Contacts are there to help move the adventure along when the players are stumped about how to proceed, or need a little help to get through a difficult spot. Contacts are often used to help find out information (their most common use); they can also smuggle equipment, help with money, or broker deals.
   A Contact can be almost anyone, from a janitor all the way to the President. The GM should keep in mind that the people with the highest offices and influence are the most watched, and therefore will refuse to help in many ways. If a character had the President as a Contact (a childhood friend, perhaps), the President couldn't get a murder charge dismissed - he'd be impeached. However, he could probably get the character an invitation to a diplomatic party, or an appointment with almost anyone. A clerk in the records department of the police station could almost certainly get information much easier than a police captain, whose conduct is watched more carefully. The GM should always keep control over Contacts and their use.
   Often characters do not begin with Contacts. The GM may award a Contact to a character when it's appropriate in the course of an adventure, as a way giving out Experience Points (though the character should get Experience Points the way they normally would in addition to the Contact). For instance, if the characters make friends with a wizard in the course of an adventure, the GM might give each player an 8 or less Contact with that wizard.

FAVORS
This Perk means that someone, or some organization, owes the character a favor. It functions as a Contact with a 14- roll. However, once the character has used the Favor, it's gone - a Favor can only be used once. Really large tasks may require the character to use up several Favors. The GM may well award PCs Favors as part of the Experience Points for an adventure. For instance, if the characters save the life of a wizard during an adventure, the GM might award each one a Favor.
   A Favor costs 1 point. The GM should give more powerful Favors a higher cost; if the person who owes the Favor is extremely powerful, the Favor is worth much more. Favors should almost always be awarded by the GM as part of an adventure, rather than being bought by the player. The GM should always approve every Favor to make sure that the Favor does not unbalance the campaign.

FOLLOWERS
This Perk means that the character has a follower of some kind - an individual who is loyal to the character and willing to do what he asks. This follower can be a human agent, an animal, an intelligent computer, or even a robot. To buy a follower, the character should build him (or it) using Character Points. Humans are built normally; the rules for creating animals or robots are in the Combat and Adventuring section.
   To pay for a Follower, the character should pay 1 Character Points for each 5 Base Points possessed by the Follower. The Follower can have Disadvantages that will give him more points. However, this cost is only applicable so long as the follower's total points (Base Points + Disadvantages) are less than or equal to the character points of the original character. After this the character must pay 1 Character Point for each Character Point possessed by the Follower. For the purposes of determining how much the character should pay for a follower, the follower's Disadvantages are applied first, with the character paying for any remaining points. A follower can never have more total points than the character building it, unless the builder pays 1 Character Point per additional point in the follower. (A character cannot pile on Disadvantages to push the total points higher than his own.) Though it is possible to have a Follower who is more powerful than the character, this will be very expensive. The minimum cost for a Follower is 5 points. A character can have 2x as many Followers for +5 points. Followers cannot themselves have followers, except with special permission from the GM.
   Followers should normally be written up by the GM, just like DNPCs. They are loyal to the character, although the GM should determine whether the Follower will perform suicidal tasks.

FRINGE BENEFITS
These are Perks that the character acquires from his job or background. These are "perks" in the classic sense. Cost Notes 1 point Right to Marry: Can perform the marriage ceremony
1 point Weapon Permit: Where Appropriate
2 points Concealed Weapon Permit: Again, where appropriate
1 point Press Pass
1 point International Driver's License
1 point Starship License
1 point Passport
1 point License to practice a profession (Lawyer, Engineer, Physician)
2 points Local Police Powers
2 points Private Investigator License
2 points Member of the Lower Nobility
3 points Low Justice: Character has the right to mete out justice in a fantasy setting
3 points Federal/National Police Powers
3 points Galactic Computernet Access Card
5 points Member of the Aristocracy
5 points International Police Powers
5 points Diplomatic Immunity
10 points License to Kill
10 points Head of State (with GM's permission)

MONEY
Money may not make the world go round, but it can help motivate the characters, Characters will receive money as payment for services, loot from treasure hoards, bribes, etc. They will use the money to buy equipment, homes, bribing guards, traveling, and more.
   Money should, of course, be based on whatever currency is appropriate for the genre. In a fantasy setting it might be gold pieces or bushels of wheat, while in a science fiction campaign, it might be computer-recorded megacredits. For the purposes of simplicity, all the following units are in dollars($). The GM should determine the appropriate currency for his campaign.

INCOME LEVELS
   Destitute - Income of less than $3,000 per year. The character is so poor that he cannot be sure of eating day to day, cannot pay for bus fare, has no fixed address, etc. This is a 10-pt Character Disadvantage.
   Poor - Income of less than $10,000 per year. Character is unemployed, in debt, and unable to make any large purchases. He might be hounded by creditors, or have a number of outstanding financial obligations (like a large family). He is forced to take jobs where he an get them. This is a 5-pt Character Disadvantage.
   "Middle" Class - Income of less than $75,000 per year. This will be the standard income level for most PCs; it ranges from just above the poverty level to reasonably well off. Characters who are middle-class can make occasional large purchases, are financially secure enough to withstand sudden reverses of fortune, can pay for their son's braces, etc.
   Well Off - Income of less than $500,000 per year. This character has more than enough money to support himself; he can take lengthy leaves from work and not feel the financial pinch. He can make major purchases with some regularity, and probably owns numerous vehicles, homes, etc. This Perk costs 5 points.
   Wealthy - Income of less than $5,000,000 per year. The character is a typical millionaire, and has the capacity to do, or buy, pretty much whatever he/she pleases in the financial realm. This Perk costs 10 points.
   Filthy Rich - Unlimited income. Character is a typical multi-billionaire, and has more money than he can spend. He might head a megacorporation, or lead a small country. This Perk costs 15 points. HERO System Rulesbook 45

VEHICLES AND BASES
Characters can own vehicles and bases. In heroic campaigns, the characters should pay for these with money. In a superheroic campaign the character must pay Character Points, just like all other equipment. The rules for constructing vehicles and bases are in the Combat and Adventuring section. To pay for a vehicle or base, the character should pay 1 Character Point for each 5 points used to build it. The base or vehicle can have Disadvantages that will give it more points. However, this cost is only applicable so long as the base or vehicle's total points (Points + Disadvantages) are less than or equal to the Character Points of the original character. After this the character must pay 1 Character Point for each Character Point possessed by the base or vehicle.