HOUSE RULES: Miscellaneous

Strength Use

The base stats provided for "Lift" in the Hero 4th ED. Strength Table are too high for normal gaming. Steve Peterson, one of the authors, has stated that they are supposed to reflect the maximum amount that a person of a given strength could lift off the ground ("waist" lift) and stagger with for a few metres before resting. (This maximum may be increased by Pushing in an appropriately adrenaline pumping, gut-churningly terrifying situation)

½ Lift provides a better guide to the weight a character can lift and carry about the place. This will still be a heavy load, but at least it is manageable for short periods of time. It is unlikely that even this weight could be lifted above the character's head without help except in life-or-death situations (see Pushing, p169 HERO 4th Ed).

¼ Lift is the weight that a character can lift esaily above the head, and carry for appreciable distances without risking a hernia. The weight will be noticeable and encumbering, but not incapacitating.

For Example: Captain Joe has a STR of 28, and can lift a maximum of 1,200kg. That's a lot, but he can only shift that weight for a few metres at a time, and he'll have veins popping out all over him and his face will go all red and congested. Not a pretty sight. He can lift half that, 600kg (still a lot), and carry it for a short while — say, five or ten minutes — between rest stops. He'll be doing a certain amount of huffing and puffing, but he could probably keep it up for a good long time. Anything 300kg or lighter, however (¼ his Max. Lift capability) he can carry all day without breaking a sweat.

Endurance

To cut down on game book-keeping, END for STR use will be used only in exceptional circumstances. More important will be Long Term END Loss (pp168-169 Hero 4th Ed), which will be applied to reflect extended periods of effort and fatigue. END loss will affect Characteristic Rolls, as below:

END LevelCharacteristic Roll Modifier
Full - ¾ ENDNo Modifier
½ - ¾ END-2
¼ - ½ END-4
1 END - ¼ END-6

END use for equipment is more important, since most gadgets require a battery of some sort to run. Details on standard energy packs (END Reserves) can be found on the Miscellaneous Gadgets page, while those for specific use will be found with the equipment they are designed for.