HERO System Discussion
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I'm not sure if in any of my games I have seen a Champions Character die. Of course, I mean in a standard champions game, not a Dark Hero one. Unconscious of course, but never truly dead. Anyone else have recollections of having a true Champions Superhero die?
Last reply by Rails, -
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In 2016, I was lead writer for Aaron Allston’s Strike Force. It is one of the highlights of my game writer career. I had hoped to be able to continue work in Aaron's world by developing something I wanted to call "Strike Force Organizations." And now, I can. Note: This product will be dedicated to Aaron (of course), but also Darren Watts, as when I first discussed this, he wanted to develop the section on the Circle.
Last reply by Susano, -
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I recently bit the bullet and updated from 5th to 6th edition and have found the changes to 6th to be really refreshing and good. In particular, I have really liked how DEX has been decoupled from OCV/DCV...I knew that was a thing but actually sitting down and building a character that didn't have superhuman levels of DEX because their concept didn't call for it was gratifying. The one thing that irks me in 6th is that the rule of x is so vague. I really liked the old tables that existed in 5th edition (page 15 of the core book) that listed the point costs and character abilities guidelines better than the rule of x IMO. However, I think the rule of x has s…
Last reply by unclevlad, -
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I've been playing around with HERO Designer, and have finally spotted the Quantity option for powers that lets you apply the 5-point doubling rule from 6E2 p181. That rule says that it's only available for equipment though, and explicitly rules out innate powers or abilities, which has me wondering: what exactly defines equipment bought as a power? Does it mean the power has to be bought as some sort of Focus, or is it a matter of SFX? If the character concept justified it then would the game break down terribly if you allowed 5-point doubling for any power, or would you want there to be some checks and balances in place?
Last reply by Ninja-Bear, -
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So I have a player that wants to download his consciousness into a computer so he can be formless. I originally thought desolidification but it doesn’t quite fit since he’s still apart of the physical world when he jumps into a body. Any other ways to build this?
Last reply by Darkhope, -
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I'm not sure how to express this one but let's go anyway. I want a power build that allows me to extend or contract an object along one (or more) dimensions. So, make a rope longer, shrink a ladder, yadda yadda. For extending I could see Stretching UAA, but not for contracting. I could go the Transform route, but I like that to be more of a last choice. USPD is irritatingly void on answers, at least to my searches. Does anyone have any ideas? TIA
Last reply by Christopher R Taylor, -
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Hi, I'm brand new to the Hero system and I really like it! I've been making characters in hero designer and slowly wrapping my head around the rules with Champions complete. I have a campaign idea that I want to run but I need help mechanically realizing the higher concept stuff. The premise is that people gain powers via a new drug that temporarily gives powers based on genetics (hence why the same drug can give different powers to different people). Each time they use the drug they gain powers but at the cost of slowly eroding their humanity. I realized that I want the characters to almost be like lovecraft protagonists and the powers they gain are the equivalent…
Last reply by MrAgdesh, -
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If I understand it, you cannot per the rules Disarm an OIF. However in combat you can target an OIF to break it. Am I right?
Last reply by MrAgdesh, -
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Skipping the ever-popular "if you're the GM, you can do anything you want!" answer, I have a question regarding mirrors. I'm not going to get into the idea of many parabolic mirrors making a heat beam ("Go-go-gadget Archimedes!)... at least, not yet. But how would you build the usual effects a mirror would have? Would Reflection, Only Light Effects be enough, and just handwave other minor effects with a Power skill roll?
Last reply by unclevlad, -
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I've come up with a special effect, where a character is able to generate acceleration for themselves, like Superman's flight, but the max acceleration they can create falls a bit short of 1 gee. No way they can get aloft, but I figure, based on Terminal Velocity calculations, that a pair of roller skates would let them sail along with running of 84 meters, if their speed is 7. This is no problem, I give them speed 7 and 72 meters of running with a focus. The problem is that if they were falling, they could cut the acceleration they were under due to gravity to a tiny fraction of a gee. My calculations indicate this would give them a Terminal Velocity of 20 meters per…
Last reply by Hugh Neilson, -
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We've all seen the vast number of Custom Limitations on Power constructs that have appeared in HERO System published books since, well, forever. And undoubtedly many of us here have come up with our own Lims over the years. Tailoring Powers to function in particular ways or under specific circumstances is a well-established feature of the system. I'm wondering if anyone here has invented their own Custom Advantages for Powers that they'd care to share? Obviously the official system already gives us a huge variety of them, but perhaps you identified some deficiency in the rules you felt could be filled by a new Advantage? If so, other people might benefit from …
Last reply by Christopher R Taylor, -
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6E1 p.147 says that Area Of Effect should not be applied to Defence Powers, except in some situations based on special effects and other considerations. Would Absorption bought with Defensive Absorption and Area Of Effect be a suitable exception to the prohibition on AOE Defensive Powers, or should these Advantages not be combined?
Last reply by Cloppy Clip, -
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I was looking through some older Champions books and came across the Mastermind option in Champions II (p. 21-22). Anyone ever try and bring this forward into newer editions? I often wonder why it wasn't included going forward. Was it just too game breaking? Anyone know?
Last reply by Tech, -
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In the questions section, someone asked if they could buy extra Speed just to abort with, but they wanted to be able to just have a free floating phase they could call on once a turn without losing any of their ordinary actions. Simon properly stated you can't do it that way. But I wanted to discuss ways you could make it work. Obviously if you go from 4 to 5 speed you gain one more phase, but you cannot just burn that phase whenever, you still are trapped in the way speed breaks down across a turn. You have 4 phases to act on (3, 6, 9, 12) with 4 speed. 5 Speed adds one (3, 5, 8, 10, 12) but you have to act on the phases allowed. Now I have bui…
Last reply by Hugh Neilson, -
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I'm a fairly new to the HERO system (using 6E) and my friends and I are playing a game with combat heavily martial arts focused. I would like to create a character based around the Five Animal style of Shaolin Kung Fu, and I think it would be interesting to have the character cycle through the five different stances (Leopard, Snake, Tiger, Crane, and Dragon) Each stance providing different small stat increases associated with the animal and their element. I'd like it only one stance could be used at a time and if some sort of transitional strike could be used to allow you to change stances and keep your opponent on their toes. I have a few ideas as to how I could accompl…
Last reply by m.mavnn, -
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I'm curious if anybody has any particular favorite articles from the Adventurer's Club series of magazines. Anything still especially relevant or insightful to gaming today? Anything especially useful that somehow didn't find its way replicated in later editions of the core rules or official supplements? When I got into HERO in the early 90s I knew that AC was a thing, but I was a poor kid without the means to collect them. I'm curious about any gems I may have missed out on.
Last reply by Tech, -
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I'm working on some stuff for a game and was thinking about Templates a bit. Particularly the Complication end of things. According to the books (6E1 p. 36): I've always seen these as "In Addition" to Complications taken by a player. And from what I've seen over at Homebrewing a HERO System 2e, I'm not the only one in the past. Does anyone run it this way in 6th edition? Has anyone had success with it in 6th edition?
Last reply by Duke Bushido, -
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Question... If a hero can stop time for a few seconds (like with the stopwatch from The Girl, the Gold Watch, and Everything), and had... Selective AOE Radius on Strength... ...defined as having ten seconds to walk around, hit people, grab things, etc. Would you allow that AOE Strength to be used differently vs each target? So that the hero could: Grab someone Punch someone Push someone down If not, how would you build such a thing?
Last reply by Jason Reid, -
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This combines aspects of both the VPP and MP. 1. It's primarily defined by pool size and control size. Pool size is in real points; control size is in active points. This part is identical to a VPP. 2. The control cost is 1/2 the pool size. 3. Framework powers are organized by slots like an MP. They can be fixed or variable, like an MP. 4. The slot costs are FREE, up to the amount of the control cost. After that, they're paid for just like MP slots. 5. Common limitations that apply to the entire pool reduces the control cost and the "slot costs"...but also reduce the amount of free slot points. It's still a net savings, tho. …
Last reply by Hugh Neilson, -
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Ok, Herophiles, here's the setup: Evil Organization Agent hurls a grenade at Really Agile Hero (who has a Held Action). Said Hero swats the grenade back in Agent's direction, or at least away from himself. What's the best way to do this? Not Reflection. Not a Grab and throw. A simple DEX roll? A DEX roll followed by OCV roll with no levels (like targeting something with a thrown character)? A Block plus something else? Multiple attack required? Other?
Last reply by Doc Democracy, -
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Naked Advantages seem to elude my comprehension. What I'm wanting to do is create two AoE powers. First is an AoE power that grants penetrating to ranged killing attacks by guns up to 30 AP for those in the aoe. Penetrating is a +1/2 and let's make the AoE and Usable By Others at a cost +1/2 for the sake of the exercise. As I understand it, the cost would be 30pts for this power. I'm not sure it is possible to gift advantages to others in this way. The second is that I want to create a field where any magic cast by anyone can gain a Variable Advantage up to 30 AP. Is this feasible? Thanks for any feedback.
Last reply by unclevlad, -
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Checking to see if the power Multiform can be used in and Elemental Control, a Multipower, or a Variable Power Pool. It does show as a Standard and is even in the same class as Growth and Density Increase but I have seen a bit of controversy on this. Was hoping to see what people think.
Last reply by unclevlad, -
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Hello, I have a question regarding specific modifiers to OCV/DCV, specifically, the 'halving' effect. Certain combat maneuvers (and other game elements) can modify a character's OCV/DCV by half. I want to run a high-powered campaign, where characters might get OCV/DCV values of 20 or even higher. The halving effect at such great numbers can have a drastic effect on attack rolls compared to a simple -1 and -2 that other Combat Maneuvers generate. Does anybody have an alternative modifier to the 'halving' effect that I could use that is still balanced, but would remain more consistent at higher power levels. I'm thinking -2, -3, or even up to -5. I c…
Last reply by Doc Democracy, -
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Howdy, is there anyplace on the forums for folks who still play 5e to gather, ask questions, and work through things?
Last reply by unclevlad, -
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I can't say I've ever had this brought up in the campaign before but can someone using TK do a haymaker with it? I'm just too tired to look for the answer right now.
Last reply by Tech,
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