"ULTIMATE EDITION" - Running the Game

These notes are a collection of summaries, pointers, and house rules usable with the DC Heroes Role-Playing Game from Mayfair Games. These are not a complete set of the rules to play the game, they are merely a supplementary resource. A copy of the DC Heroes RPG (Third Edition) or the later Blood of Heroes RPG from Pulsar Games (who licensed the game system from Mayfair) is required to make use of the material here.



Action Table and Result Table

If the AV and OV of an Action Check are different values but fall in the same column before Column Shifts are applied, add or subtract 1 from the Success Number, depending on if the AV is lower or higher than the OV.

Similarly, add or subtract 1 from the RAPs if the EV and RV are different but fall in the same column before Column Shifts.

Hero Points

Altering the Game Environment

A Player may spend Hero Points to make changes to the surrounding area. For example: if Dr. Midnite is being attacked by Solomon Grundy, the Player using him could spend Hero Points to have a beaker of acid conveniently available within reach to use. The exact cost is up to the GM. The above example would cost 5 or 10 Hero Points. A more extensive request would cost more or could be refused.

Automatic Actions

Pushing Automatic Actions

Make an Action Check with AV/EV and OV/RV equal to the APs of the Ability or Power. Any RAPs gained are added to that ability for 1 round (1 AP of time) and the maximum APs a pushed Ability or Power can reach is the highest value of the column two columns higher than the original APs. In addition, the Player must pay a special "Push Fee" of 3 Hero Points per AP added. In order to conserve Hero Points, a Player need not apply all RAPs. If the attempt fails then the ability "burns out" and is reduced to 0 APs and must be Recovered.

Automatic Actions vs. Dice Actions

If there is a chance that an Automatic Action will fail it comes a Dice Action. Use the Universal Modifier Table to determine the OV/RV. The RAPs gained are the used as the APs of the Power or Ability for that attempt.

Going For Broke

Use the Going For Broke modifiers when attempting a make a "devastating attack" or similar Dice Action in non-combat.


Use DEX (up to 4 APs, 3 APs in water) or APs of movement Power to determine the character's movement rate.

Moving characters must accelerate before reaching their full speed. For each action spent accelerating, a character is considered to be moving at 1 AP faster than before. Decelerating takes place at 2 APs per action.

Regardless of the number of actions (see below) that a character may take in a round, they may never move more than their APs of movement that round.

Throwing Things

Carrying Things

A character can move at full speed if weight does not exceed STR, or speed - 1 AP if the item weighs 1 AP more than the character's STR. Objects weighing more than 1 AP greater than the character's STR cannot be lifted unless the character pushes his STR. If the character is Pushing his STR then the item can weigh no more than the character's pushed STR and the character's movement is reduced by the amount over his normal STR that the object weighs (in APs).

Breaking Things


I. Definitions & Time

Round: a round is the standard "unit" of combat. Initiative is rolled once per round. A round is approximately 1 AP of time in length (approx. 10 seconds).

Phase: a phase is a sub-section of a round. What a character got for initiative will determine during which phases he will be able to perform an Action

II. Actions


Initiative is determined by rolling 1d10 open-ended and adding it to the Character's Initiative attribute. The total divided by 10 (round down, minimum of 1 action) is the number of Actions the character may perform during that round of combat.

Using number of actions the character may act that round as base, use the following table to determine what phases that character's actions take place in. During that phase the character may perform 2 Automatic Actions and 1 Dice Action.

Table: Action Sequence

Phase # of Actions
3**** *
4*** ** *
5***** * *
6** * *
7*** * *
8**** **

III. Combat Sequence

1. Activate Automatic Powers

2. Roll for Initiative

3. Perform Actions

4. Make Recovery Checks

IV. Combat Basics

Actions, Results, and Column Shifts

V. Damage

Attacks are defined as Physical, Mental, or Mystical based on the type of damage they do.

It should be noted that the terms Resistance Attribute and Resistance Value (RV) are not interchangeable. Resistance Attribute refers to one of BODY, MIND, or SPIRIT while Resistance Value or RV refers to the value of the Resistance attribute modified by any Powers (like Density Increase or Growth).


Bashing and Killing Combat

Last Ditch Defense




Attacking a Power

VI. Recovery

Resting Recovery

Desperation Recovery

Medical Treatment


Making a Recovery Check

Recovery of Damage to Powers and Attributes

VII. Knockback


Knockback Damage

VIII. Combat Maneuvers

A. Critical Blow

B. Devastating Attack

C. Flailing Attack

D. Grappling Attacks

E. Multi-Attack

F. Sweep Attack

G. Team Attack

H. Pulling a Punch

I. Planned Knockback

J. Charging Attack

K. Take Away

L. Trick Shot

M. Groundstrike

N. Shockwave

O. Combining Attacks

IX. Defensive Combat Maneuvers

A. Block

B. Dodge

C. Taking Cover

X. Initiative Maneuvers

Initiative maneuvers can only be used if the attacker has a higher Initiative that round than the defender.

A. Pressing the Attack

B. Laying Back

XI. Special Combat Situations

A. Weapons

B. Surprise

C. Blindside

D. Darkness

E. Underwater

F. Space

G. Falling

H. Explosives

I. Fires, Collisions, and Natural Disasters

J. High Speed Movement

K. Throwing Things

L. Throwing People

M. Aiming

N. Luring

O. Range

CategoryDistanceOV ModifierRV Modifier
Point Blanktouching-1 Column Shift-1 Column Shift
Short- 3 APs or lessno modifierno modifier
Mediumlast 3 APs+1 Column Shiftno modifier
Long+1 AP+2 Column Shiftno modifier

XII. Perception Checks


I. Types of Character Interaction

  1. Interrogation
  2. Persuasion
  3. Intimidation

II. Resolving Character Interaction




III. Time

IV. The Charisma Skill

V. Interaction Maneuvers

A. Bluff

B. Wear Down

C. Force

D. Charm

E. Multi-Attack