Of late I primarily only play Hero for superhero games, though we did just start a Terran Empire game yesterday, but Hero can handle deadly realism very well. But to get this realism you need to use the combat options, not just the basic system. The most important combat option is Hit Location for lethality. Using the hit location rules a medium powered weapon can hit a vital area and kill the character (or at the very least put him at death's door) with a single hit. Here is a basic example:
An M-1 Garand does 2d6+1 damage. This means it does damage between 3-13 BODY per hit. Using the Hit Location rules, if someone is hit in the head or vitals the character takes x2 BODY; meaning the character will take between 6-26 BODY from the attack. This means a glancing blow will do 6, and a full-on hit will do 26.
The average character has 10 BODY and if it goes to -10 BODY he is dead. So using the HERO System rules it is easy possible to kill someone with one good hit. Out of 16 possible Hit Locations 4 of them have a x2 BODY modifier. That means there are pretty good odds of getting a major hit on someone during a combat. Using the Hit Location, Impairing, Disabling and Bleeding rules can make the HERO System a very bloody affair.
I do not play much Fantasy Hero (because I am not fond of the fantasy genre) but on my first adventure I played an elven ranger-type. We stormed an ogre's cave. My character runs through the door and the ogre flings his axe at her. The axe hits; the axe hits in location 3 (the face); the GM rolls 3d6 for damage and gets 15 BODY; my character takes x2 BODY from the head hit; my character is dead before I even had a chance to swing at someone a first time; I go and get pizza. That is how quickly a character can die using all the Heroic Level rules.
Monolith, the Living Titan
"The HERO System is not designed to represent real life. The game is designed to represent heroic fiction as presented in comics, novels, television, and movies."
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