Campaign Guidelines   Posted by Architect.Group: public
 GM, 9 posts
Thu 1 Sep 2016
at 07:20
Campaign Guidelines
RTJ's are to include a concept and a char sheet of 175 pts. including 50 pts. of Complications

                 Total       Matching         Maximum Points
                 Points      Complications    Per Complication
Heroic, Standard  175           50               20

                                         Active   Skill    Skill
Character Type    Char   SPD   CV   DC   Points   Points   Roll     Def / rDef

Heroic, Standard  10-20  2-4   3-7  3-8  15-50    30-75    8- 13-  6-10 / 3-6

Campaign rules.

All Weapons are +1 d6, -1 STUNx. In 6th ed. Stun Multiple = 1/2 d6 times BODY.
This rule means Stun Multiple = 1 d2.

All guns are essentially Invisible Power effect vrs. Sight Group, not source.

Hit locations will be used

3  Neckx4x2x2-80  00  0  
4  Facex4x2x2-80  00  0  
5  Crownx4x2x2-80  00  0  
6  Handx1x.5x.5-60  00  0  
7  Armx1x.5x.5-50  00  0  
8  U Armx1x.5x.5-50  00  0  
9  Shoulderx2x1x1-50  00  0  
10  Chestx2x1x1-30  00  0  
11  Chestx2x1x1-30  00  0  
12  Stomachx3x1.5x1-70  00  0  
13  Vitalsx3x1.5x2-80  00  0  
14  Thighx2x1x1-40  00  0  
15  Kneex1x.5x.5-60  00  0  
16  Legx1x.5x.5-60  00  0  
17  Anklex1x.5x.5-80  00  0  
18  Footx1x.5x.5-80  00  0  

General LocationOCVDice Roll
Head Shot (Head-Shoulders)-41d6+3
High Shot (Head-Vitals)-22d6+1
Body Shot (Hands-Legs)-12d6+4
Low Shot (Shoulders-Feet)-22d6+7*
Leg Shot (Vitals-Feet)-41d6+12

To use the Special Hit Locations, attacker can only move <= half meters of movement in any phase an attack made for Ranged attacks

To use specific Hit location chart, attacker can use zero meters of movement in any phase an attack made for Ranged attacks.

Cover does not modify OCV. Only the hit locations that are not in cover can be hit.
Example: Firing over the hood of a car, exposes only locations 6 -9 and 3-5.

Any other location that is rolled hits the cover, attack Body I applied to cover DEF and Body.


VAL	CHA	Cost	                      NCM   Cost             Max
10	STR	1 Character Point per +1 STR   17   2 Cp per +1 STR   20
10	DEX	2 Character Point per +1 DEX   17   4 Cp per +1 DEX   20 	
10	CON	1 Character Point per +1 CON   17   2 Cp per +1 CON   20	
10	INT	1 Character Point per +1 INT   17   2 Cp per +1 INT   20	
10	EGO	1 Character Point per +1 EGO   17   2 Cp per +1 EGO   20	
10	PRE	1 Character Point per +1 PRE   17   2 Cp per +1 PRE   20

 3	OCV	5 Character Point per +1 OCV    5  10 Cp per +1 OCV    7
 3	DCV	5 Character Point per +1 DCV    5  10 Cp per +1 OCV    7
 3	OMCV	3 Character Point per +1 OMCV   5   6 Cp per +1 OCV    7
 3	DMCV	3 Character Point per +1 ODCV   5   6 Cp per +1 OCV    7

 2	SPD    10 Character Point per +1 SPD    3  20 Cp per +1 SPD    4	
 2	PD	1 Character Point per +1 PD     6   2 Cp per +1 PD     8	
 2	ED	1 Character Point per +1 ED     6   2 Cp per +1 ED     8	
 4	REC	1 Character Point per +1 REC    7   2 Cp per +1 REC   10
20	END	1 Character Point per +5 END   30   2 Cp per +5 END   50
10	BODY	1 Character Point per +1 STR   17   2 Cp per +1 BODY  20	
20	STUN	1 Character Point per +2 STUN  30   2 Cp per +2 STUM  50

12m     RUN     1 Character Point per +1m RUN  30   2 Cp per +1 RUN   14m
 4m     SWIM    1 Character Point per +1m SWIM 30   2 Cp per +1 SWIM   6m
 4m     LEAP    1 Character Point per +1m LEAP 30   2 Cp per +1 LEAP   6m
   NCM is Normal Characteristic Maxima


All skills have a base time for standard use. APG I, 22 pg.

SkillTaskBase Time
ActingFaking an injuryHalf Phase
 Impersonating someoneVaries
AnalyzeAnalyzing subjectHalf Phase (or more)
Animal HandlerTeach animal a trick1-8 hours
 Calm a ferocious beastFull Phase
 “Communicate” with animalFull Phase
BriberyEvaluate susceptibility1 Minute or more
 Gauge proper amount/type of bribe1 Turn or more
 Offer bribeFull Phase or more
BuggingPlant bug1 Minute or more
 Operate bugVaries
 Sweep room for bugs1 Minute or more
 Disable/counteract a bug1 Turn
 Create a bug1 Hour or more
BureaucraticsObtain information1 Hour or more
 Hide information1 Minute
 Obtain permission, papers, etc.1 Hour or more
 Know who’s who in organization1 Minute or more
 Obtain appointment1 Minute or more
 Use organization’s resources1 Hour or more
 Prompt/delay organizational action1 Day or more
CharmGaining trust/friendship1 Minute to 6 Hours
 Romantic seduction1 Minute to 4 Hours
ClimbingClimb surface2m per Full Phase Action
Computer ProgrammingSearch for information1 Turn or more
 Penetrating computer security1 Hour or more
 Eliminate traces of activity1 Turn or more
 Writing a program1 Hour or more
ConcealmentHiding an objectFull Phase or more
 Search a personSee 6E2 175-76
 Search an areaFull Phase to 6 Hours
ContortionistFit into narrow spaceFull Phase
 Escape from Grab/EntangleHalf Phase or more
 Escape from restraints1 Turn
ConversationAny use1 Turn
CrammingCram a Skill20 Minutes or more
CriminologyExamine crime sceneFull Phase to 6 Hours
 Analyze evidence, simpleFull Phase to 1 Turn
 Analyze evidence, complex1 Hour or more
 Criminological evaluation1 Hour
CryptographyEncode a message5 Minutes to 1 Season
 Decode a message5 Minutes to 1,000 Years
DeductionQuick flash of insightNo time
 Research basis of deduction1 Minute to 1 Day
DemolitionsCreate bomb1 Hour
 Examine bomb1 Turn
 Disarm bomb1 Minute
DisguiseApply disguiseFull Phase to 6 Hours
 Create disguise20 Minutes to 1 Day
ElectronicsHotwire a car1 Turn
 Create/repair electronics1 Hour per 10 Active Points
 Disable electronic device1 Turn per 10 Active Points
 Identify strange device1 Minute per 10 Act Points
 Operate/activate strange device2 Full Phases or more
Forensic MedicinePerform autopsy1 Hour to 6 Hours
 Basic visual examination of corpse1 Turn
ForgeryCreate fake object/document1 Hour to 1 Month
 Attempting to detect forgery1 Minute to 6 Hours
High SocietyKnowing proper customsHalf Phase
 Knowing who’s whoHalf Phase
 Learning goings-on1 Hour
 Digging up society dirt1 Hour
InterrogationInterrogate/torture subject20 Minutes to 1 Hour
InventorCreate an invention1 Hour to 1 Month
Knowledge SkillRemember a factFull Phase
 Research a fact20 Minutes or more
LanguageSpeak a languageLength of conversation
LipreadingRead lipLength of conversation
LockpickingPick a simple lockFull Phase
 Complex locks1 Turn to 6 Hours
MechanicsCreate/repair machine1 Hour per 10 Active Points
 Disable machine1 Turn per 10 Active Points
 Identify strange machine1 Minute per 10 Act Points
 strange machine2 Full Phases or more
MimicryImitate soundHalf Phase
 Imitate voiceLength of conversation
NavigationQuick dead reckoning checkFull Phase
 Ascertain direction1 Turn
 Plan a trip5 Minutes or more
OratoryMake a speechLength of speech
ParamedicsStop bleedingFull Phase
 Provide field medical care1 Turn or more
 Treat medical condition1 Turn or more
PersuasionAny useHalf Phase or more
PowerAny useFull Phase or more
Professional SkillAny task1 Turn or more
RidingMounted movement in combatSee 6E2 30
 Mount a riding animalFull Phase
 Dismount a riding animalHalf Phase
Science SkillAny task1 Turn or more
Security SystemsLocating security systemSee Concealment
 Disable security system1 Minute or more
ShadowingFollowing someoneVaries
 Conducting surveillanceVaries
Sleight Of HandAny useFull Phase
StealthAny useHalf Phase or more
StreetwiseFind person or information20 Minutes to 1 Week
SurvivalForaging1 Hour
 Hunting/trapping/fishing3-6 Hours
 Food preparation20 Minutes to 1 Hour
 Find water1 Hour
 Make water drinkable20 Minutes to 1 Hour
 Find fuel for fire1 Minute to 1 Hour
 Start a fire1-5 Minutes
 Find shelter20 Minutes to 6 Hours
 Build a shelter1d6 Hours
 Predict the weather1 Turn
Systems OperationOperate deviceHalf Phase to 1 Turn
 Identify strange device1 Minute per 10 Act Points
 Create/repair device1 Hour per 10 Active Points
 Overcome interference1 Minute
 Improve transmission1 Minute
 Eavesdrop on transmission1 Turn or more
 Trace transmission1 Turn to 1 Minute
 Analyze recordings1 Turn to 1 Hour
TacticsAnticipate enemy action1 Phase
 Battlefield analysis1 Minute
 Improve smallunit efficiency1 Minute
 Plan ambush or attack1 Turn
 Plan fortifications1 Hour
TrackingFinding a trail1 Turn
 Read tracksFull Phase
 Hide tracksVaries
TradingAppraise goods/services5 Minutes
 Evaluate the market1 Minute to 1 Hour
 Negotiate price1 Turn or more
 Negotiate a deal1 Hour or more
VentriloquismAny useLength of conversation
WeaponsmithCreate weapon1 Hour or more

Skills should have both profession and Knowledge skills to focus them, and act as complimentary skills. These complimentary skills will also provide plenty of real world information.

Combat Skill Levels (CSL):
 Cost  Application
  2    +1 OCV only with a single attack
  3    +1 with a Small Group of attacks
  5    +1 with a Large Group of attacks
  8    +1 with All HTH Combat or All Ranged Combat
 10    +1 with All Attacks

Ranged Combat levels may only be applied to OCV.

Skill Levels:
 Cost  Type of Level
  2    +1 with one Skill or Characteristic Roll
  3    +1 with any three pre-defined Skills (e.g., +1 with Culture Knowledge, High
       Society, and Charm; +1 with Mechanics, Security Systems, and Lockpicking)
  4    +1 with all Intellect Skills, all Interaction Skills, or a similar broad group
  6    +1 with all Agility Skills

10 +1 with All Non-Combat Skills 12 +1 Overall (see text) (i.e., +1 with any Skill Roll or Characteristic Roll). Characters can also use Overall Levels as Combat Skill Levels

10 and 12 pt Skill levels are not used in this campaign.

Skill Modifiers, Ultimate Skill 31 pg.
+3 to +5Routine
+0 to +2Easy
-1 to -3Difficult
-4 to -5Extremely Difficult
-6 or moreSheer folly
See textpreparing with Extra Tmie
+1 to +3Character has extensive knowledge of
 the object of the Skill roll
+1 to +3Character roleplays the
 use of the Skill well
+1 to +3Character uses good equipment
 in connection with the Skill
+1 to +3Excellent conditions for
 performance of the Skill
-1 to -5Poor conditions for performing the Skill
-1 to -5Extremely strange or weird
 object to perform Skill on
-1 to -5Character uses poor equipment or lacks
 the proper equipment (if appropriate)
-1 to -5Combat conditions, for Skills
 not normally used in combat

Injury Modifiers, Ultimate Skill 33 pg.
Degree of InjuryModifier
< 1/3 BODY-0
1/3 BODY to 2/3 BODY-2
2/3 BODY >-4
Significant injuryAdditional -1 to -3

Characters are limited to one Talent.
Combat Luck is not allowed.

Martial Arts
All Martial maneuver DCV applies only to HTH attacks, not to Ranged Attacks.

All Powers have no Focus or Foci as a Limitation

All Powers must have -2 Limits or more.
If the Power is <= 15 Active points, the minimum of Limitations can be -0

No Power Frameworks.

This message was last edited by the GM at 09:59, Tue 07 May.

 GM, 13 posts
Fri 2 Sep 2016
at 10:49
HERO Combat
To calculate the DCV any attack 'hits'

11 + OCV = Total.  Where OCV is the sum of all modifiers, positive and negative, added to OCV characteristic.

Total - 3d6 = DCV hit.

DCV hit - 3d6 result used  above = DCV Critical hit.

Typical modifiers to CV, Range, Maneuvers, Weapons, Size, Weather.
 GM, 164 posts
Fri 9 Jun 2017
at 00:30
Equipment Pool
Equipment should be purchased through an Equipment Pool

Starting value is Zero, 1 char pt = 5 Equipment Pool pts.

Weapons require WF to use without the -3 unfamiliarity penalty.

Resource pools for Equipment from APG I, 191 pg.
Where 5 Equipment pt = 5 Real points of Weapons or equipment.
Starting value of the pool, without Character pts. = Zero

No Vehicle/Base, Follower/Contact are purchased with Equipment pts.
Anything other than Equipmen tmust be purchased as a separate iyem on character sheet.

Equipment Pools are essentially a pool of points for equipment, weapons obtained by the character.

You can not start with things like Scanning tunneling electron microscopes.

Anything within reason, where I the Gm am the final arbiter of reason. Brass knuckles, knives, pistols. Clearly Equipment perks will adjust what is available at the start of the campaign.

Yes, the Resource Pool is from APG I. Yes, Street-Level/Military/Advanced-Military perks apply, and yes, there are civilian counterparts to those weapon perks.

1 kilogram(kg) = 2.2 pounds (lbs.)

Previous US Military Armor:
Interceptor Body Armor System weighed 16.4 pounds (7.4 kg), with the vest weighing 8.4 pounds (3.8 kg), and two plate inserts weighing four pounds (1.8 kg) each. This is lighter than the previous Ranger Body Armor fielded in Somalia which weighed 25.1 pounds (11.4 kg).

STR 10
 EncumbranceDCV/Dex rollMovementEND cost/Turn
<= 10%<= 22 lbs10 kg-0-0
11-24%52 lbs24 kg-1-0
25-49%107 lbs49 kg-2- 2m1
20-74%162 lbs74 kg-3- 4m2
75-89^195 lbs89 kg-4- 8m3
90-100%220 lbs100 kg-5-16m4

STR 13
 EncumbranceDCV/Dex rollMovementEND cost/Turn
<= 10%<= 33 lbs15 kg-0-0
11-24%79 lbs36 kg-1-0
25-49%161 lbs73 kg-2- 2m1
20-74%244 lbs111 kg-3- 4m2
75-89^293 lbs133 kg-4- 8m3
90-100%330 lbs150 kg-5-16m4

STR 15
 EncumbranceDCV/Dex rollMovementEND cost/Turn
<= 10%<= 44 lbs20 kg-0-0
11-24%105 lbs48 kg-1-0
25-49%211 lbs96 kg-2- 2m1
20-74%325 lbs148 kg-3- 4m2
75-89^391 lbs178 kg-4- 8m3
90-100%440 lbs200 kg-5-16m4

STR 18
 EncumbranceDCV/Dex rollMovementEND cost/Turn
<= 10%<= 66 lbs30 kg-0-0
11-24%158 lbs72 kg-1-0
25-49%323 lbs147 kg-2- 2m1
20-74%488 lbs222 kg-3- 4m2
75-89^587 lbs267 kg-4- 8m3
90-100%660 lbs300 kg-5-16m4

STR 20
 EncumbranceDCV/Dex rollMovementEND cost/Turn
<= 10%<= 88 lbs40 kg-0-0
11-24%211 lbs96 kg-1-0
25-49%431 lbs196 kg-2- 2m1
20-74%651 lbs296 kg-3- 4m2
75-89^783 lbs356 kg-4- 8m3
90-100%880 lbs400 kg-5-16m4

Standard Mass Modern Armor:

Half Mass Modern Armor:

This message was last edited by the GM at 14:30, Tue 13 June 2017.

 GM, 172 posts
Tue 11 Jul 2017
at 00:19
Time Chart
The GM should determine the minimum amount of time it takes
to complete a task (from 1 Phase to days or weeks). If the
character takes additional time beyond that minimum, he
receives a +1 for each level down on the Time Chart.

Alternately, if a character has to perform a task
in less time than it normally takes, he suffers a
-3 penalty for each level up the Time Chart.

TIME CHART, 6th ed. Vol 1, 59 pg.:
             Time Period/Duration
                1 Segment
                1 Phase
                1 Turn (Post-Segment 12)
                1 Minute
                5 Minutes
               20 Minutes
                1 Hour
                6 Hours
                1 Day
                1 Week
                1 Month
                1 Season (3 months)
                1 Year
                5 Years
               25 Years
                1 Century

This message was last edited by the GM at 10:19, Tue 11 July 2017.

 GM, 174 posts
Sun 16 Jul 2017
at 07:47
Complications, HERO 6th ed., Vol 1,  414 pg.
COMPLICATION FREQUENCY TABLE, Complications, HERO 6th ed., Vol 1, 416 pg.:
               Frequency           Guideline
        Uncommon or Infrequently   The Complication affects the character, or comes into play, about once
                                   every five game sessions or so

            Common or Frequently   The Complication affects the character, or comes into play, about
                                   once every three or four game sessions

  Very Common or Very Frequently   The Complication affects the character, or comes into play, about
                                   once every other game session

Extremely Common or All The Time   The Complication affects the character almost every single game session

+0         Moderate: Decides character’s choice of
           targets and reaction to situations; character
           may only change actions if he makes an EGO Roll at +5

+5         Strong: Character takes irrational actions
           concerning the situation, may only change
           actions if he makes an EGO Roll

+10        Total: Character becomes totally useless or
           completely irrational in the situation, and will
           not change his mind for any reason; EGO Roll
           at -5 (minimum) required to change actions (if
           the GM allows such a roll at all)

When a situation related to a character’s Psychological Complication occurs, he usually
must react as the Psychological Complication dictates for at least one Phase. Then he may
attempt to control his feelings through strength of will
(i.e., EGO Rolls, as outlined on the accompanyingtable).

This message was last edited by the GM at 09:50, Sun 16 July 2017.

 GM, 226 posts
Wed 20 Dec 2017
at 10:55
Holding An Action, HERO 6th ed., Vol. 2, 20 pg.
I have reread this section and will clarify that in this campaign,
to reinforce the Dark Champions feel, A Held Action cannot be
held generically, a Held Action must be given a Condition or
the player must assign a DEX value for when the Held Action will be used.

HERO 6th ed., Vol. 2, 20 pg., Holding An Action:
A character may choose not to act when his
DEX indicates that his Phase begins. He may wait
until a lower DEX or until some event occurs
(“I wait until he strikes”; “I wait until he comes
around the corner”). This is known as Holding an Action
 (or delaying or reserving a Phase).
A character may Hold his Action until a later
DEX in one of his Phases or until a later Segment.
However, he can never use a Held Action to take
two Actions in one Segment — he loses any Held
Action when the next Segment in which he has a
Phase begins, because he can only have one Phase
at a time. (The GM may, if he wishes, let a char
-acter Hold his Action until his next Phase begins,
but if he chooses to use the Held Action before his
Phase occurs, it takes the place of his Phase — he
cannot have two Phases in the same Segment.) A
character who waits a whole Turn without taking
an Action still has only one Phase saved.
A character may perform a Half Phase Action
and then Hold a Half Phase. The character is
considered “ready” and may perform the Held
Half Phase Action later.
Typically, a character must either Hold his
Action until a specified lower DEX, or to wait for
a specified event (such as “I’ll wait until he looks
at me” or “I’ll Dodge if anyone attacks me”). In
the latter case, once the specified event occurs, the
character may choose not to use his Held Action,
and keep Holding it.

With the GM’s permission,
a character can Hold his Action “generically,”
without declaring any sort of precondition for
acting, and then may perform whatever Action he
wants to whenever he wants to.

HOLDING BREATH AND DROWNING, HERO 6th ed., Vol 2, 130 pg.:
A character who holds his breath does not get to Recover, even
on Post-Segment 12. He also expends a minimum of 1 END per
Phase. He may lower his SPD to 2 (see 6E2 17) to reduce the
amount of END he uses.

A character who runs out of END while not breathing expends
STUN as END (see 6E2 131). A character who runs out of STUN
then loses BODY, drowning at -1 BODY/Phase. (If a character
is already at 0 STUN or below when he runs out of END, he
starts burning BODY right away — he’s got no STUN to go
through, so he “skips” that step and begins using BODY up

All characters drown at a minimum SPD of 2; so even a SPD 1
character must expend 2 END per Turn. (Low SPD individuals
react more slowly, but they still have to breathe!)

This message was last edited by the GM at 07:47, Tue 09 Oct 2018.

 GM, 250 posts
Fri 12 Jan 2018
at 11:41
Multiple Attack, HERO 6th ed., Vol2, 73 pg.
Multiple Attack, HERO 6th ed., Vol2, 73 pg.:
This Maneuver allows a character to make more than one attack in a Phase, either at a
single target or at multiple targets, in either HTH Combat, Ranged Combat, or a mixture of the two.
Multiple Attack allows a character to:

make multiple strikes against a single target
with a single attack

make multiple strikes against a single target
with multiple forms of attack

make multiple strikes against multiple targets
with a single attack

make multiple strikes against multiple targets
with multiple forms of attackfreely mix HTH and Ranged, or non-Mental
and Mental, attacks as part of the Multiple Attack sequence

The GM can forbid any use of Multiple Attack
if he feels the proposed attack defies common
or dramatic sense, would cause game balance
problems, involves incompatible Power Modifiers
or special effects, or the like.

Multiple Attack requires a Full Phase to use (the Rapid Attack Skill, 6E1 87, reduces this to a Half Phase). Using it reduces the character to ½ DCV. The character’s OCV is affected by the number of targets, the types of attacks used, and other factors (see below). A character using Multiple Attack has to make a separate Attack Roll for each attack in the sequence. If he misses any of his Attack Rolls, all remaining attacks in that Multiple Attack sequence automatically miss also.

A character making a Multiple Attack must expend END or Charges for each attack made
(this includes any that automatically miss because he missed one in the sequence). He may elect to stop the Multiple Attack after any successful attack. This does not retroactively diminish the OCV and DCV penalties for using the Maneuver, but it saves END or Charges.

A character making a Multiple Attack against multiple targets can choose to attack some or all of them more than once, but this of course increases the number of attacks (and thus the OCV penalty suffered; see below). For example, Thunderbird could make a Multiple Attack with his pistol by shooting Lazer once, Mechassassin twice, and
Steel Commando once. That’s a total of four attacks, so he suffers a -6 OCV penalty on all the Attack Rolls

OCV MoDiFiers
Several factors modify a character’s OCV when he makes a Multiple Attack. First, he suffers a cumulative -2 OCV penalty for each attack after the first. For example, if a
character wants to Multiple Attack four targets, that’s a total -6 penalty, and that -6 applies to all four Attack Rolls.

Second, if a character mixes HTH Combat attacks and Ranged Combat attacks as part of a
single Multiple Attack sequence, he suffers a -2 OCV penalty. (This is a flat penalty; it doesn’t change based on the number of attacks in the sequence.)

Third, if a character mixes non-Mental and Mental attacks as part of a single Multiple Attack sequence, he suffers a -2 OCV (and OMCV) penalty. (This is a flat penalty; it doesn’t change based on the number of attacks in the sequence.)

Limits, for weapons without Autofire, 2 Shots, must be within 120' arc of each other

With Autofire, limited to number of charges expended by Autofire, tp also include th e Autofire skill modifiers.
Thu 3 May 2018
at 16:32
Multiple Attack, HERO 6th ed., Vol2, 73 pg.
HERO 6th ed., Vol 1, 80 pg.

Languages outside the thick box with square corners where the character’s native language is located cost +1 point (one additional point)

Thin orange box with rounded corners
Languages enclosed by a thin orange box with rounded corners have 4 points of similarity. These languages are so similar that they overlap — a character with
points in one of the languages has half those points in all other languages in
that group, up to a maximum of 2 points (halves round down). For instance, a
character with 4 points of German has, effectively, 2 points of Yiddish.

Thick blue box with rounded corners
Languages enclosed by a thick blue box with rounded corners have 3 points of similarity. Characters with 2 points in any language in that group may make an
INT roll to understand phrases in other languages in that group. Also, other
languages in that group cost -1 Character Point to learn (the minimum 1-point investment gets the character 2 points of effectiveness in the language).

Thin green box with square corners
Languages enclosed by a thin green box with square corners have 2 points of
similarity; characters may learn any other languages in such boxes at -1 Character Point cost.

Thick red box with square corners
Languages enclosed by a thick red box with square corners have 1-point of similarity; there is no cost benefit or penalty for learning these languages

Even if a character already knows multiple languages that relate to another language, he can only get one cost reduction from the Language Table

This message was last edited by the GM at 06:06, Fri 04 May 2018.