Vox On
... The HERO SystemThe HERO System is possibly my favorite RPG overall, due in no small part to its flexibility across all genres. If God required the world to pick just one game system as a universal standard, in my opinion gamerkind would probably be least hurt by selecting HERO.
This is, however, not to say the HERO System is perfect. It, like all games, has its own blemishes. In many cases these are internal burps and dents in the rules that could have (and should have) been banged into shape with a quick glance. What follows is my own repair job on those unsightly inconsistencies.
Initial SPD is calculated using the formula (DEX+INT)/10, not the printed (DEX/10)+1. This doesn't change the average SPD, but does better reflect the effects of INT as "quick thinking".
Players should remember that Bribery does not just include monetary offers. Favors (such as the Perk) and material gifts can also be part of a Bribery offer. In fact, the Bribery skill includes, to a certain extent, knowing what to offer as well as how much.
Players can ignore the restriction on Power Limitations to 5-point levels.
Rationale: Just using the example given, Marksman is paying 10 points for a +4 OCV when using his gun, when if he'd bought the same ability with absolutely no limitations, it would have cost him 8 points (that is, four 2-point levels). This is blatantly ludicrous: that which is by definition less useful (in this case, suffering a limitation) should cost less points.
However, be careful to consider all applications of a combat level before purchasing it; a laser sight, for example, may apply solely to the main attack of the gun (and thus qualify as 2-point levels), but a sword's OCV bonuses can be applied to any of its uses -- Strike, Move-By, Disarm, Block, etc. This would require a 5-point level.
Unfortunately, the authors of the HERO System Rulebook seem to have a great affection for euphemism (cf. Seduction). The phrase "forcibly extract information" should usually be read as "torture". This skill is not a general purpose "get them to answer the question" skill. If you want to represent a superhero capable of scaring information from thugs, look into Persuasion or Oratory (used in conjunction with a PRE Attack), not Interrogation.
Literacy is now treated as a related but separate skill from Languages-- in effect, "writing familiarities". For 1 point, a character can purchase Literacy in a spelling or "letter-based" alphabet, such as English/Roman, Greek, Cyrillic, Arabic, or Futhark Runic. For 2 points, the character may purchase Literacy with a pictographic or "word-based" writing system like Chinese or Hieroglyphic.
At least two special cases to this rule should be noted. First, sign languages are treated as Literacies, not languages; American Sign Language (or Ameslan) consists of both a 2 point "pictographic" system of word signs and a 1 point spelling alphabet.
Secondly, the Japanese language uses 2 separate alphabets: the 7,000 (roughly) character pictographic kanji and the 48 character phonetic katakana. (Actually, there is a third alphabet, another phonetic one called the hiragana, but this is used mainly to provide explanatory text for kanji "homonyms".) Thus, a character would need to spend two points to be completely literate in Japanese writing; a native Japanese speaker would receive both systems as "everyman" skills.
Strike all references to the "Extra DC" element.
Rationale: Simply put, the game does not need this mechanic. Real-world martial artists are better simulated with the use of combat levels, and cinematic martial artists are better simulated through the use of the Hand Attack power.
Players should remember that 2 points in a Professional Skill (11-) will allow a character to competently execute all routine functions of the chosen profession, except those which require another primary (that is, not a Background) skill.
For example, PS: Lawyer does not provide the character with the benefits of the Oratory skill (a primary skill), but it does include most other elements of being a lawyer. The character is not going to make severe blunders concerning routine legal questions, court procedures, and the like. This knowledge will not be as deep as one who actually possesses skills like KS: Law, KS: Court Procedures, etc., but it will be sufficient for the lawyer to do his job.
Players should not need to worry about having the "right" mix of skills to realistically hold a given profession; if the GM feels that certain skills (especially Knowledge or Sciences) are absolutely required in addition to a Professional Skill to hold an occupation, he will create a Package Deal for them.
Like Interrogation (cf.), Seduction's description in the HERO System Rulebook is rife with polite euphemism. Despite contrary material found in the HERO Bestiary, my opinion remains that the wording of the skill description clearly implies that the "companionship or favors" referred to are indeed primarily romantic in nature.
During play, apply a modifier to this Skill equal to the points the character spent (or gained) from COM, when applicable. Thus, an 18 COM character has a +4 to the skill, while a 4 COM character suffers a -3 penalty. (This works somewhat better than merely allowing a complimentary COM roll, since it avoids the "high PRE horror gaining obscene Seduction roll" syndrome).
Note that HERO, unlike most other RPGs, does not require survivalists to specify a single environment; but rather represents a general purpose set of techniques for survival in any wilderness area. The GM may apply penalties for grossly unfamiliar environments (while a Green Beret's survival training might include both arctic and desert conditions, a Kalahari Bushman's experience would not).
I treat Skill Enhancers as Talents. Players cannot pick up Scientist in the course of a campaign and then automatically increase all their current Science Skill scores (or, worse yet, cash in 3 points from previously purchased Science skills to pay for Scientist).
The description of Perquisites on p. 42 of the HERO System Rulebook makes it clear that Perks are transitory in nature. Unlike most other elements of a character, points placed in Perks are not "invested", but truly "spent", for the character can lose those Perks in play with little to no recompense (for example, a character whose Follower is killed does not automatically get a replacement; a character who is disbarred does not get the point he spent on Fringe Benefit: Legal License refunded).
On the flip side, Perks can be gained in play for essentially no cost. A character who befriends a useful NPC should not be required to burn Experience gained at the end of the adventure to use that NPC as a Contact. A character who extorts a promise for a Favor from a prisoner in exchange for sparing his life should certainly not be deducted a point for the privilege.
Characters can spend experience points to buy new Perks after character generation, but the primary benefit of doing so is the right to define how that Perk functions. As a rule, the PCs should never be required to spend experience to enjoy the logical benefits of roleplayed actions.
The defining quality of a Talent, according to the information given in the HERO System Rulebook on p. 46, is that it:
The standard version of this talent only functions for "local time", and is still subject to disruptions due to jet lag, interplanetary and/or FTL travel, etc. For +2 points, a character upgrade to "Relative Time Sense", which functions in any situation.
Again, the standard version of the Talent is "local"; it is of no use in space travel, where there is no "north". For +2 points, characters can upgrade to "Human Gyro", which will allow them the benefits of the Talent for interspacial travel.
Reduce the cost of this talent to 3 points; Cramming allows one to temporarily learn (INT/5) Familiarities at once.
Rationale: The Cramming Talent as printed is badly overpriced. A hypothetical VPP which functioned in precisely the same matter would cost a mere 2 points -- even if the GM required the prevalent (but non-canon) "Can Put Skills In Pool" +1 Advantage on Control Pools.
Ignore the 3-point version of this Talent. Rather, Immunities cost 1 point for a rare poison or disease, and 2 points for a (relatively) common toxin or disease.
Rationale: For 3 points, a character can purchase Life Support against all diseases, making the 3-point version as printed redundant (for diseases, anyways). In addition, it's easier to classify a given toxin or disease as "rare" or "not rare" then to place it between three different categories, avoiding potential arguments from the players on your classifications.
The best method for simulating the effects of this Talent is the one utilized by the GURPS RPG by Steve Jackson games: players running a PC with Lightning Calculator are allowed to use a real calculator at the gaming table for "in character" mathematics.
Sometimes a GM will find it necessary to check a character's fortune even when they don't have Luck (or Unluck) -- for example, if a character buys a lottery ticket. For this, he may use "shadow luck".
The GM rolls 3 dice in secret. These dice are treated as both Luck and Unluck dice. If the character does have Luck (or Unluck) of his own, and the GM makes use of "shadow luck" in his games, he should also add the 3 "shadow" dice (which should be a different color than the rest) to the standard Luck/Unluck roll.
It should be emphasized that "shadow luck" only applies to situations where fortune/fate/random chance is being deliberately tested. For most situations, Luck and Unluck function normally (i.e. Luck dice being rolled when the characters are in dire straits, Unluck dice being checked when things are going well for the character, etc.).
This talent can be considered, if the GM wishes, to be an improved form of the Linguist Skill Enhancer. Thus, with the GM's permission, up to five more Talents enter the game:
These all function mechanically the same as Universal Translator, with the same cost, but apply to different skill areas.
I cannot stress enough the importance of realizing that the Special Effects chosen for a power do change the way that power works, and in significant ways. Some examples:
Characters purchasing Aid can be purchased with a special -1.5 Power Limitation: "Transfer". An Aid Transfer drains an equal amount of points from the character as it gives to the target. This can be used to create healers who draw wounds into themselves, for example.
The "base form" of a Duplicate should not determined by relative cost; instead, the "base form" is always the one that's left when the Duplicates combine.
The cost of a Duplicate is the same as a Follower of equal ability, doubled for the first Duplicate. In other words, the character pays 2 Points for every 5 Base Points of the first Duplicate, and 2 Points for each Point above the base form's total the Dupe may possess; further duplicates will cost half as much.
Rationale: Under the current system, a 100 point Dupe costs exactly as much as a 50 point Dupe with 50 points of Disads. This is frankly ludicrous: something which is by definition significantly less useful (being weighed down with disadvantages) should also cost less points.
It isn't useful as often, but there should be nothing inherently preventing a character with Growth from using the "growth momentum" trick (qv. Shrinking) on a giant target (such as busting through a ceiling).
Players should take note: if an Advantage is bought on HA, an identical Advantage must be purchased on STR.
"Immune to Disease" should be expanded into "Immune to Disease/Toxins", since there currently exists no power rendering one immune to normal poisons, an ability which is hardly less common in fiction than immunity to disease or radiation.
Contrary to information given in The Ultimate Mentalist, Mind Scan should not be considered a Constant Power. It is an Instant Power, in the same manner as all other Mental Powers.
The note on Mind Scan in Multipowers should not be construed as barring Mind Scans from being placed in Multipowers. However, they will not be usable to full effectiveness in an "ultra" slot, since the Mind Scan effects will disappear if the points in the slot do not at least meet the minimum cost of the Power. However, so long as the points in Mind Scan do meet the minimum cost of the Power, any Mind Scan "locks" achieved will remain until broken normally, regardless of other changes to the Multipower.
Multiform costs should be calculated using the Base cost of each form, not the Total Cost (cf. Duplication). Again, why make a character pay points for the "privilege" of possessing Disadvantages?
For a Shrunken character to use "growth momentum", he must fulfill these conditions in addition to possessing Shrinking:
The cost of Summon should be changed to 30 points plus 1 point for every 5 points in the Base Cost of the creature (not the total). As for Duplication and Multiform, the difference in effectiveness between a creature with Disadvantages and without them should be reflected in the point costs of the Power.
Numbers for Summon represent the maximum number of creatures which can be summoned at any given time. If a character purchases x8 creatures, it means he can summon 8 creatures, then wait for them to depart before summoning any more.
One interesting Physical Limitation for certain characters is "Can Be Dispelled" (usually "Infrequently, Total"). This would mean that they can be Dispelled or Suppressed just as if they were Summoned beings.
Using this power, in addition to the usual "punch" and "grab" effects, a character can move an object he has grabbed. He can move the object up to the distance indicated for a "Standing Throw" at that STR as a Half-Phase action (or as an immediate effect following the initial Grab).
Teleporters should not be required to take a Full Phase when using "non-combat" Teleport; rather, characters who would do so should take the appropriate "Extra Time" limitation on their non-combat multipliers.
I shouldn't have to point this out, but ... the ruling that one cannot use Transform to change a character into something with more total points than it had before is not an official game rule. Read the section carefully -- there is no such restriction.
Given, it's a useful guideline for game balance -- but occasionally, a GM or player will need to violate this principle for a specific effect, and it's important to know that this is in no way illegal.
It should be stated briefly in passing that the usual rule of thumb for Limitations and Disadvantages can (and should) be mapped to Advantages as well:
An Advantage that isn't an advantage doesn't cost any points!
This Advantage cannot be purchased for any character.
Rationale: The "Desolid" power already requires that characters define a reasonable group of attacks that will affect them while they are Desolid. Thus, there is no real need for an Affects Desolid advantage to balance play; furthermore, it is virtually impossible to imagine a special effect for an attack that could justify being able to affect any special effect of Desolid, at least without going through incredible contortions of logic.
This Advantage may not be purchased with HKAs, HAs, STR, or other non-ranged attacks. Damage Shield is obviously designed to work with ranged attacks, and should be restricted to them.
Explosions may be defined as Cones (losing 1 DC per 2") or Lines (losing 1 DC per 4"); this allows the simulation of shaped charges, claymore mines, etc.
Characters can buy a lesser form of this Advantage, "Thrown". This makes the power ranged, but subject to the standard limits on throwing objects given in the HERO System Rulebook (p. 174).
The restriction to Uncontrolled attacks should be ignored. Rather, the power would affect any characters in contact with the target when the target is hit. Thus, an instant attack will only affect others during the instant of the attack, a Continous power will affect those contacting the target at any time while the attacker maintains the attack, and an Uncontrolled attack will remain "sticky" until dispelled.
A good example of an instant, Sticky attack is direct current electricity, which would conduct through the original target to also affect someone in direct contact with him.
"Extra Time: Full Phase" requires the character to spend an entire Phase in preparation, then using the power on his next Phase. To use the power in the same Phase as preparation (in other words, to convert it into a full Phase action) is only a -1/4 Limitation.
Rationale: A moment's thought will show that for a power that requires a half-phase already to use, making it a full-Phase action is only adding an extra half-Phase of preparation -- that is, "Extra Time: Half Phase". Ergo, it should be worth less in value than "Extra Time: Full Phase".
Foci don't have to be the source of a power, per se. In addition to determining whether or not a Foci is Breakable vs. Unbreakable and Personal vs. Universal, players should also be ready to specify whether a Focus is "internal" or "external".
A "external" Focus is one which actually contains the power (like the HKA of a Sword, or the DCV levels of a shield) -- the power is the Focus. The Focus does not have to be Independent, since the Focus might be easily replaced without requiring the character to spend additional experience.
A Power with an "internal" Focus, however, requires a given item to use the Power, but the Power belongs to the character -- such as the material components of a spell, or special fighting techniques one might use with a sword.
Also, not all Powers defined into a Focus need be defined with the same attributes. For example, a character might possess the following ability: AP on up to 2d6 HKA, OAF Sword (Internal). Give this character a standard short sword (1d6 HKA, OAF). In this case, the HKA is "Universal" -- but the AP advantage is Personal.
"IAF" should not be used to represent concealed weapons. Instead, either use a Concealment roll by the creating character, or purchase a separate Concealment roll for the weapon (similar to that which a Base might possess). "IAF" means observers cannot tell the focus is needed for the power to function. Since concealed weapons are not concealed while being used, they do not qualify as "Inobvious".
If "Personal" is a -0 modifier, and "Universal" is a -0 modifer, it stands to reason that "Conditional" ("Universal within a certain group") is also a -0 modifer to the Focus limitation. In other words, a sword that can only be used by women gains no extra limitation (beyond the standard Focus), nor does it lose any limitation value.
To determine whether an item is actually Independent or just a standard Universal Focus, ask yourself this question: if the item is lost, stolen, or broken in the adventure, will the character be able to easily obtain another? If not, the item is probably Independent.
"Standard" equipment (guns, radios, etc.) is rarely Independent, since the character can almost always readily obtain another item with the same statistics. In a street-level campaign, however, a character might be allowed to buy (for example) a military HMG as an Independent focus -- even though the object is not one-of-a-kind, the fact remains that the character will not be able to just buy another one if the first one is taken from him.
If an Independent Power is attached to a person or place (usually as part of a magic spell) and then Dispelled (as per the power), it is gone for good.
This Limitation is used solely to bind two or more Powers into a single ability. These Powers are henceforth always used together, and the character cannot choose to use either of the Powers separately.
On the surface, this may seem unfair, since you're only placing the Limitation on one of the Powers -- why should both abilities be restricted? This is a deceptive case, however. Remembering that what you are doing is creating a single ability composed of two component Power effects, the answer is obvious: because 2 Powers are not as useful as a single Power of the same Active Point total. In essence, "Linked" is a limitation on the combined Power, not the individual Power component.
Think of 2 Linked EBs. Obviously, this is not as effective as 1 EB of the combined dice, since defenses will be doubly effective against the former attack.
A "one-way link" -- that is, a Power which can only be used alongside another Power, but which is not also automatically triggered by that Power -- is a -1/4 limitation. This is used for Powers like Force Field or Growth which do not require the "stacking" aspect of power-linking.
To build a pair of powers that can be used either together or separately, buy a Multipower reserve large enough to fit them both. Buy one slot for each power, than buy a third slot with the two abilities linked together.
Don't get too carried away with the notion that Powers gained from a device can be represented by this Limitation. Unless the device is both obviously not a Focus (in other words, simply cannot be "disarmed" in any way) and is basically synonymous with the character's heroic identity, then this Limitation should not be used.
In other words, for a device to qualify as "Only in Hero ID", using the device must be the same as using the heroic identity. A Power built into the character's costume might qualify, but a gadget the character often has with him, but could use without being in his alternate identity, would not.
A great deal of published Champions characters are built in the format of Multipower + Elemental Control: Powers I Didn't Want In The Multipower. (For examples, look at the printed versions of Quantum and Solitaire). This is often highly abusive, especially when used with special effects that are shaky at best for use with an EC (such as Solitaire's "EC: Magic Powers" -- hardly a tight conception for special effects, since almost anything can be called "magic"). Players are advised to avoid this unbalanced combination if they want their characters approved.
The description of the special effects of an EC in a rulebook are entirely too vague. Here's the quick rule of thumb: to qualify as an Elemental Control, all of the Powers placed in an EC must be facets of a single effect. In effect, EC is used to build a "metapower".
For example, take the Human Torch. Conventional wisdom has it that he only possesses a single Power: "flame generation". However, that one effect, when used, requires more than one HERO System Powers to simulate: Flight, RKA, and a Damage Shield. These abilities thus qualify for an Elemental Control.
Spider-man, on the other hand, has a number of Powers which fit the general theme "spider abilities" (super strength, agility, danger sense, etc.) -- but they aren't really facets of the same ability. Spider-man can use his spider-origins to justify these powers, but shouldn't get to use an Elemental Control to do it.
Adjustment Powers that affect a given special effect can be turned on the Elemental Control itself, instead of an individual Power within it. Thus, shorting out Johnny Storm's flame sheath also takes away his ability to fly and throw energy blasts.
Contrary to erroneous information given in both Ninja HERO and The Ultimate Martial Artist, there is no restriction on the special effects of powers that can be placed in a Multipower together, other than that they logically would not be capable of being used at the same time at full strength. Restrictions on special effects is the domain of Elemental Controls, not Multipowers.
The base time for a Dependency should be shifted to Hourly (thus, a per-Segment Dependency would be shifted to +35 points). Also, though it is not so stated in the rules, characters should not be able to recover damage taken from Dependencies until the Dependency is satisfied.
Rationale: Picture an otherwise normal character who must take hourly doses of a rare drug. Under the current rules, this would be Uncommon, 1d6, 1 Hour = 5 points.
If the character is allowed usualy recoveries, he will not notice this at all. In fact, an otherwise completely nondescript human (4 REC) will barely notice a 3d6 Susceptibility (15 points), as he will have completely recovered all the lost Stun within one to five turns (less than a minute) after incurring damage. This is certainly not worth 15 points!
However, if the character is not allowed to recover, then for 5 points, the character has constructed a Disadvantage that will likely render him unconscious in 6 hours, and kill him in another 6! 5 points for a highly lethal disadvantage of any kind is seriously underpriced.
Characters who are "normal" humans in superheroic campaigns should be required to take this Disadvantage. It should not be a pick and choose matter. Thus, Lady Blue would have "Normal CHAR Maxima" even though she wants a 25 INT.
The difference between a Physical Limitation and a Psychological Limitation can be defined thusly: if you can be Mind Controlled into violating the Limitation, it is Psychological. If not, it is Physical.
A character can take a Rivalry with a group or social element rather than a single character; this is an additional +5 points. It is not cumulative with the "PC" bonus, unless the group happens to be the center of the campaign (i.e. "Rivalry w/martial artists" in a game where all the PCs are martial artists by genre).
This can, with GM's permission, be used to represent any sort of secret the character is willing to make great sacrifices to protect, or will suffer greatly for if found out. For example, a character might take "Secret ID: Jewish" for a character adventuring in WWII Germany.
I use a special variant of the Vulnerability Disadvantage to represent "Low Pain Threshold". The STUN damage from an attack is multiplied by the Vulnerability modifier, but only for the purposes of determining if the character is Stunned (i.e. the character does not actually take any extra STUN damage). This is considered to be a Very Common attack (actually ALL attacks, but not to full extent).
The most important thing to know about Package Deals is that they are entirely self-contained. In essence, each Package Deal is like a Fringe Benefit; you merely pay the cost, and automatically get all the benefits (and consequences) of that Package.
This has a few special ramifications. First, Disadvantages gained from a Package Deal are ignored in terms of limits on total or group Disadvantages. This is not really as unbalancing as it might seem, because the GM creates all Package Deals, and then makes them available for the players. If a "super-PC" Package Deal exists, the GM has no one to blame but himself.
Secondly, points are not ever shifted in a Package Deal. If a character purchases a Package Deal when, for some reason, he already possesses a Skill inside it, then the Skill in the Package becomes a simple +1 to the character's own Skill. Similiarly, possessing a Skill Enhancer doesn't cheapen Package Deals with applicable Skills within them (though, at the GM's option, it may raise the scores for those Skills).
Package Deals gained during play cost 1 point even if the "set" cost of the Package is 0 points.
Racial Packages will never be built with Increased and Decreased CHAR Maxima; instead, they will just include flat bonuses and/or penalties to Characteristics at the full normal cost.
Rationale: A character buying a package with Increased Maxima is spending points (since this raises the cost of the Package) without recieving any benefit. In essence, he always spends at least as many points on STR as any other character, and until he reaches 20 STR he is spending more points on STR than other characters.
If a character is reduced to SPD 0 (by a Drain, for example), he is essentially paralyzed, unable to act, until he recovers 1 point of SPD.
A character engaged in Mental Combat -- or for that matter, a character who is not taking any physical actions (for example, one spending his time at a computer console working out equations) -- does not act on his DEX, but rather his INT.
Ignore references to "ECV". A character using Mental Powers has "OPV" and "DPV" (Offensive Psychic Value and Defensive Psychic Value) equal to INT/3 and EGO/3, respectively.
Rationale: Mental Combat means "thought", and INT is described as how quickly a character thinks. Thus, it is a far more appropriate measure of mental initiative and finesse than EGO.
Contrary to the rulebook, characters should not be required to make a Coordinated Attack to gain the benefits of a Multiple Attack Bonus; rather, they must merely be attacking in the same Phase.
Rationale: When 5 guys jump you, you're at a major disadvantage whether or not they know each others' names. The DCV penalty represents having to pay attention to multiple attackers, not a flurry of simultaneous attacks. Even if Tom, Dick, and Harry's punches aren't coming in at exactly the same time, you've still got to be paying attention to Tom and Dick when dodging Harry.
Characters can not use this rule to gain area effect bonuses; this is too unbalancing.
I recommend the following "Standard Maneuvers" be added to the game, to more accurately represent what Joe Normal is capable of.
| Maneuver | OCV | DCV | Effects |
| Strangle | -2 | -1 | 1d6 NND Grab |
| Trip | -1 | +0 | 0 STR +v/5 Throw |
| Smash | -1 | -1 | STR + 2d6 Strike |
The "Sweep" maneuver can be used as a general-purpose "multi-attack" rule if one wishes, applying the benefits and penalties to any kind of attack, not just hand-to-hand.
Characters with multiple attack forms can use a special variety of Sweep, attacking once with each form; in this case, the attack cycle does not end when a single attack roll is missed -- it is possible to hit with one attack, miss with the second, then hit with the third.
To clear a possible point of confusion: Knockback is based upon the BODY total rolled on the original attack, not the BODY actually taken by the target. It should not be affected by Hit Location, Armor, Damage Reduction, or anything else short of the modifiers described on pages 166 and 167.
Presence Attacks used to inspire reactions other than fear should be treated carefully. The listed modifiers, especially, should be reexamined before use (if the intent of a PRE attack is to calm a panicking crowd, using violence probably isn't going to help.)
A Computer possesses INT. An AI possesses INT and EGO. A Spirit possesses INT, EGO, and PRE. Otherwise, use the same general rules for all three.
Maces, hammers, and whips should all usually be built as Normal attacks, not Killing attacks. A spiked Mace would be built as a Normal attack with a linked 1-2 DC HKA (similar to Cesti from the Ultimate Martial Artist).
Rationale: You can kill someone with a baseball bat, but that doesn't make it a Killing Attack in HERO terms. Remember, a Killing Attack is one for which non-resistant defenses are useless. A pair of pillows between you and the attacker will not stop a bullet or dagger at all, but they will soften the impact of clubs, maces, whips, etc. As my friend Aldo "Dragonfly" Regalado put it: "If I'm given a choice between being shot 10 times and whipped 10 times, what do you think I'm going to choose?"
Each class of Kevlar armor should be increased by +2 DEF. This corresponds slightly better to the effects of bullet-resistant armors in the real world.