HERO System Discussion
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Can someone explain the difference between Ultraviolet Perception and Nightvision in terms of their game effects? They both cost the same points and seem to provide similar effects. However, for the same point cost, it seems that Nightvision is a better ability since it allows you to see in dark buildings, sewers, and caves. Ultraviolet Perception would seem to indicate that you need some source of UV light to still see. I'm just wondering why you would purchase one over the other. Thanks.
Last reply by Killer Shrike, -
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A character has a MP of Mental effects, The effects include EB (TK Punches) and the normal mental powers If a character wanted to buy some skill levels to use the mp would they be 3 or 5 point skill levels. The question stems from the basic difference between mental and normal attacks...
Last reply by Silbeg, -
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I'm trying to create a simple protection spell wherein a wizard can give a Force Field to himself and several others--obviously a Useable Simultaneously. However, I'm confused as to how the Area of Effect (Radius) could be applied to this effect, or even if it should. I want a spell that the wizard can use to protect formations of troops, which would suggest an Area of Effect. But the spell is already designed to work on 4x the normal number of people when Used Simultaneously, so is AoE even necessary. To further my confusion, how does Ranged work here? If the spell is not Ranged (and Useable on Others defaults to No Range), do the recipents of the protection have to be s…
Last reply by Chris Goodwin, -
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Steve, if you're building the Transfer just to feed itself, instead make a Drain that is 0 END Continuous Uncontrolled, which is much more straightforward. Just define a "reasonably common" circumstance to stop the effect, and/or set a finite limit of some sort (either time or effect or both), and you're set. It's kind of chessy and most GM's would never consider allowing it -- but it's doable. Alternately, you could take a straightforward Drain and buy the FADE rate down the Time Chart, and define the SFX as the Drain feeding back into itself in a reciprocal loop to maintain the effect for a long period of time.
Last reply by Killer Shrike, -
- 15 replies
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Found these when following another link to some of his house rules. Once I understood the chart, which I think is pretty swell, I got to thinking that something coded would be more useful, at least from the "I need to attack now" PoV. So, here it is. Take it, take it, grab your chicken and bake it. http://www.narosia.com/masscombat/ Thanks Markdoc.
Last reply by prestidigitator, -
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I have a character with Two Weapon Fighting and has both Martial Block and Counterstrike...If he has the highest Dex and he waits until someone strikes can he use Martial Block then Counterstrike, By blocking with his offhand then counter with his main hand?
Last reply by Vondy, -
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I'm just throwing it out there to see if I'm interpreting it correctly. This isn't a "should" or "shoud not" discussion... but trying to figure out "what is." Defenses: The core mechanic (ignoring Mental Defense or Power Defense) - 1 Normal PD or 1 Normal ED for 1 Active point... right? - Also, it is INHERENTLY PERSISTANT Making Normal Def into Resistant Defense- effectively a +1/2 Advantage on the Normal PD and ED... but in reality, a kind of adder, or secondary defense... 1 Active point gets you 2 points of Resistant Defense - what is odd is that this changes the Game State of the original defenses (like an Advantage would) but is then treat…
Last reply by zornwil, -
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Turn Mode = Distance Traveled this Phase/5. No turn mode is a +1/4 advantage that sets your turn mode to 0" at all times. Movement Skill Levels for Flight cost 2pt each and reduce your Turn Mode on a 1:1 basis, to a minimum of 0". They have additional benefits, such as bonuses for landing or GM optional DCV or acceleration/deceleration bonuses. So, if you have 5" of flight, geting a 0" Turn Mode will cost you 2 pts either way. If, by contrast, you have 30" of flight, getting a 0" Turn Mode will cost you 15pts with the No Turn Mode advantage. It will only cost you 12pts if you instead buy 6 Movement Skill levels. Am I missing something or is No Turn …
Last reply by Dust Raven, -
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- 117 views
Heroes! With mental sense Shape Shift, you can make surface thoughts look like something else. How do you make deeper and subconscious thoughts look like something else? Cheers!
Last reply by prestidigitator, -
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I've looked through all of my Hero books going back to the 4th Edition and I can find where it says how much damage a pip does. Can anyone help me?
Last reply by Brother Jim, -
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I want my character to have a "presence" power that inspire respect and awe in all how come in contect with her. The power is passive but can be suppressed at will by the character (i.e. it is persistent, but not always on). Any ideas?
Last reply by prestidigitator, -
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Just in time for prom season, Teen Champions is now available for Digital Hero playtesters/testreaders who are interested in giving it the once-over and offering comments. You can find it in the usual place. If you have any questions or comments, please post them in the "Company Questions" thread of the same name. Thanx!
Last reply by Steve Long, -
- 46 replies
- 117 views
I have a magic sword that has powers and beefs my character up. I bought it as a Obvious Accessible focus. No questions so far One of the guys suggested if I want to make it cheaper I can add independent. In that case if someone captured it they could use it to it's fullest extent, otherwise it is only a sword to others as is. True?
Last reply by Hugh Neilson, -
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Let's say we have a character that is something of a Brick/Speedster in the vein of a low powered Superman. Just for giggles, lets even say that he is an Alien that derives much of his powers from the light of a yellow sun. Now this character has a moderate sized VPP refered to as the Krypton..er.. Alien Ingenuity pool. This VPP has a -1/4 LIM because it can only be used for tricks that a Brick or Speedster might do, which the GM feels is only a Slightly Limited/Very Common SFX. So Hand Claps and Super Spin Tunneling are fine, but no turning into make-believe things like, oh, pink dragons and stuff... Now with all that in mind, do you think the player should be…
Last reply by Captain Obvious, -
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What power or powers would you use to animate objects?
Last reply by PhilFleischmann, -
Glancing through the rules I fond it odd that seduction is based on presence. If that were so the Hulk would be the most suave guy in town. LOL I would think seduction woud be closer to (INT+COM)/2. Beauty with the brains to know how to use it, or better COM + Streetwise modifier. What is considered a resistants to seduction? There are many books where a hero might know not to get close to the sexy villeness but her charms are too great.
Last reply by Dust Raven, -
- 228 replies
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I'm GMing a supers campaign and disallowed the Passing Strike maneuver. It seemed too powerful when compared to a Move By: better OCV, better DCV, and better damage. The effectiveness of Passing Strike over Move By isn't much of a concern at lower point levels, but as characters' STR and velocity increase, Passing Strike becomes ever more powerful. I wonder if the rest of Herodom agrees or disagrees...
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One of my co-GMs found this question on a chatroom, and it was interesting enough I thought I'd see what other players and GMs here think: FREd only lists one real use for the Teamwork skill: coordinating attacks on a single foe for purposes of - multiple attacker bonus - adding stun together to overwhelm a tough foe So there I am, with a skill I've paid 3 or more points for (perhaps much more). But ... is that ALL I can do with the skill? Surely there's more to Teamwork than simply pounding a megavillain into "GM option". How about... - conveying information covertly (hand signs, eye rolling, a subtle flexing of muscles, whatever) - coor…
Last reply by Silbeg, -
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- 47 views
I am curious how Presense vs. Mind Control balance out. I look at the chart and they seem the exact same. However, PResense gets free dice for setting, cost 0-END and seems to work as AOE. Mind Control does not get free dice, gives the same bonuses/effects, cost END, & does not affact your skill rolls. Other than being able to use it as a "Mental" power (easy advantage you could buy for pre and put cost end on for more effect less cost) How do you compare the two game mechanicly? I know how they compare concept wise but the is the HERO system that is based on mechanics not FX.
Last reply by Dust Raven, -
- 3 replies
- 29 views
How would I go about doing this: Super powered human that can regenerate/resurrect/heal his own limbs if he is contact with dead matter. Also, he can absorb the knowledge, powers, and strength of the absorbed dead matter. So, this guy could cut off an energy blaster's arm, attach it to his own and gain the ability to energy blast.
Last reply by Sean Waters, -
- 23 replies
- 60 views
Let's say I have an EB with the advantages Armor Piercing and Penetration. I hit an opponent who has Hardened defenses. How does the damage get applied? Does the Hardened defenses cancel both the Armor Piercing and the Penetration advantages? Does it only cancel one, and if so, which one? Instead of choosing Armor Piercing and Penetration, it might have been Indirect and Armor Piercing. Basically my question deals with how one level of Hardened defenses deals with an offense with multiple advantages.
Last reply by Hyper-Man, -
- 7 replies
- 113 views
Being a longtime Robotech fan, I occasionally mess with trying to do write-ups for various mecha and equipment. One of the things that has always bugged me was the popular Gallant H-90 Multiweapon System of the Mospeda and Sentinals. For those not familiar with the weapon, it is a modular energy pistol/rifle with various firing settings. In pistol mode, it can fire a standard blast which does light damage to heavily armored targets or a lower setting for lightly armored or unarmored targets (effectively the same power as a conventional heavy pistol). The low setting uses so little power it's payload is effectively unlimited so long as a single charge is in the clip. In ri…
Last reply by Dust Raven, -
- 4 replies
- 103 views
Havn't played champions in years, but looking to get back into it. Just wondering how different 5th ed is compared to 4th? Since right now all I have is 4th.
Last reply by SteveZilla, -
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- 38 views
Don't have 5er, but am curious: Did they merge Active Sonar with radar?
Last reply by Bloodstone, -
- 35 replies
- 181 views
So there I am writing up villains and I tripped over two guys written one after the other. One was a straight up Brick, the other a rather vanilla Martial Artist. Seems that it finally clicked in place for me, these two guys have the same job (almost exactly): beat up the other guy and don't get hurt. The Brick buys up big defenses along with his big STR (maybe a brick-trick or two). The MA buys up maneuvers and his DEX (maybe DCV levels) So now, I'm looking at the way they are made: Brick gets a big boost on his way to being a tough guy thanks to his Strength and then he's dumping 40+ points into defense. The MA is a bit fragile in comparison, but spending over 40 p…
Last reply by Susano,
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