HERO System Discussion
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Back by popular demand! This file, which is also available for free from the Hero Games Online Store, contains all the errata known to me as of today. If you find an errata in the core rulebook which isn't listed here, please PM me to inform me about it. Please don't post it here, because I may not see it. Sending it to me directly ensures that I won't overlook it. 6E Errata 2020-02-09.pdf
Last reply by Hugh Neilson, -
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I was looking through the 4E core book, and was wondering why Aid and Healing changed so much in between editions. In 4E they were one power, 5 points per 1d6 with Healing being a -1/2 Limitation on Aid, that also didn't fade away over time. Then in 5E it changes to two separate powers, each one 10 points per 1d6 (although Aid for some reason doesn't cost END in this edition), and now Healing has the re-use limit on it, which carries forward to 6E, in which Aid goes down to 6 points per 1d6 and costs END again. So I can guess that Healing was considered too strong back in 4E, but that's a pretty steep change to make all in one go. Was it really that unbalanced…
Last reply by unclevlad, -
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I had a stray thought on my way into work today. Has anyone rolled for their Presence or Ego Defenses? Instead of rolling against the base stat, have you broken it down and rolled opposing checks to determine the result of something like a PRE Attack or Mind Control? If so, how did it work for you?
Last reply by Word Sensei 515, -
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Not sure the best place to post this, but I’ve seen other people post their magic systems and was hoping I could get some feedback for mine? The setting is the United Kingdom in the 30s, modelled after the Golden Age of Detective fiction written then. In play, I see it working as a sort of political thriller, but because of my love of mysteries, a lot of the action will revolve around somebody turning up dead and the players having to figure out who’s done it, and how to protect their interests in the fallout. To go along with this less violent approach to HERO, and because I love superpowers as much as the next person, I wanted a system of social-…
Last reply by Doc Democracy, -
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Premise 1: This House Rule was built based on the 5°ed but I think that can be used for any edition with small modifications. Premise 2: I think that the majority of HEROsystem flexibility comes from its power-limitation-advantage systems (PLA-system), this means that the game allows for easy personalization of every character concept that heavily uses the mechanics of the PLA-system. Premise 3: I think that details are one of the most important things in a GDR because they can create the story by themself and also they help the players to create a better story Premise 4: I like to use software to manage the game and handle some of the bookkeeping or the di…
Last reply by Ermenegildo, -
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HERO: Skill Mechanics Rework v0.1 Goal: The goal of this document is rework and streamline the dice mechanics for HERO System in order to simplify and increase ease of use for new players. It is not looking to recreate systems from scratch but to use existing systems in slightly different ways to facilitate faster and smoother gameplay. However later versions my offer alternate system methods, but for how looking for something that can get into game usable states quickly. Thank you for @Doc Democracy for the inspiration for many of these ideas from the examples character sheets posted and to everyone on the boards in earlier discussions on this! …
Last reply by Cloppy Clip, -
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As mentioned in this thread, I decided to try going back to the earliest non-Champions HERO System game, Espionage!, and work from there to find something that will work for how my group uses HERO System and which is easier for newbies to learn. To avoid derailing that Champions 3e thread, I'll post updates here for those interested. I'm just at the start of the process, but here's a basic overview of my plan so far: Get Espionage! into a usable text format, with a stopover at the complete text which I plan to send to Jason in case he ever has a use for it. Remove the flavor text, CIA info, and such that's specific to the spy genre, lea…
Last reply by Joe Walsh, -
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Part of my current side project is reading through older editions of HERO and reworking things to be easier for my newer generation players to understand. In doing so I am refreshing my own memory on how HERO works... and one thing I noticed is there are SO many different systems for how different Statistics Checks work. I am thinking over changing/streamlining some and would like to pick everyone's brains. There are 4 types of checks that I can find in the HERO system when dealing with Statistic oriented checks: 1 - Skill Rolls: Not something I am dealing with in this post. 2- Characteristic Rolls: non-skill checks that resolve with skill like …
Last reply by greypaladin_01, -
I'm new playing Champions and still trying to work my head around power frameworks. I saw some nice explanations of them and have seen them used in some different ways, but I don't have access to all the books so a couple things I'm still unsure about. Like are there more than three frameworks and if so what are they? I have seen a few fantasy characters having something that looks like an Equipment Framework, is that different from the Champion's Frameworks? Mainly I would like to see a thread where people post various different ways to use all the frameworks available in the Hero System with points all clearly labeled and I think that would help me understand them bette…
Last reply by Hugh Neilson, -
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I see this Physical Complication listed for several forms of Undead in the 6E Bestiary. What is a "necromancy-based Presence Attack?" The Ghoul is the only undead that has a Vulnerability 2x Effect from the Presence Attacks of holy men (uncommon). Is a PRE attack by a priest considered to be a "necromany-based Presence Attack?" It is just a very confusing phrase with no definition that I can determine.
Last reply by greypaladin_01, -
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You are about to run a new Champions campaign. What are your most fun ideas for adventures to open the campaign? You do not have to actually have run it. Just ideas to start your campaign on and what you first few games would be/were. Who knows? Someone reading this thread may like the idea and start their own campaign based on the idea.
Last reply by BoloOfEarth, -
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So we all know and admire the surebrook stuff page with all their character write up and Killershrike has a lot of characters too even though they are not comic book and movie write ups. But I seem to remember there being more pages like that out there. More character write ups. From book, comics and movies. Any got any links for me?
Last reply by Armitage, -
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I've seen several threads on building drones in HERO (usually as an clairsentience with indirect fire, or an automaton/duplication/summon) I haven't seen any with modifications for using them skill-wise? This would be for a Dark Champions game where equipment is bought with money not points. What rules do you use for spotting drones? The drone records the coordinates of the target so someone with indirect fire (like a mortar) can hit the target. So ... do you have the mortar team roll a SS: Ballistics to target the right hex? What rules do you use for electronic warfare? Opposed Electronics rolls? because unless the drone has a bit of AI, cutting i…
Last reply by Sociotard, -
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While reviewing through more of the Champions (and Fantasy Hero) 3rd Edition rules, I noticed that Mental Powers worked a bit different from what I am used to. I was curious if anyone knows the reasons for the change, and what peoples thoughts on keeping the older style in modern games would balance and feel like. I am used to all Mental powers operating against EGO values, unless purchased otherwise of course, but in 3rd it seems that while Mind Control works vs EGO, Illusions and Telepathy work against INT. At first it seemed strange to me but thinking about it more, I feel that at least for Illusions it is "working out the inconsistencies" not as sur…
Last reply by greypaladin_01, -
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One the big complaint on 6th edition is that they eliminated the elemental control framework and replaced it with the unified power limitation. On the surface this seem like a straight downgrade that makes the character more expensive in 6th edition. But since the limitation can be put on all game elements including characteristics and frameworks, it seems like this could actually save you a lot more points than the previous elemental control. Now, there are downsides to doing so, but it seems to me you end up getting more out of this than you would with an elemental control. It is suggested that the GM might want to limit the power to about the same activ…
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 Foxiekins, -
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I've been trying to make my thoughts on this topic coherent for a while. This has been sitting in a Chrome tab for the better part of a month. Hopefully, my point comes across, but I already know I'm going to have to clarify this at some point. I'm trying to figure out a proper valuing for what I call the END Lockout Limitation. This Limitation means that the power (usually Persistent, sometimes Constant, or even Time-Limited) "locks out" some of the character's personal END. I plan on using this for a magic system, one with a lot of Differing Modifiers builds, so something to bear in mind. EX: Golden Torch (REC 10, END 50) can manifest a Flame Aur…
Last reply by dmjalund, -
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Ever consider bringing forward some of the old rules that were dropped along the way? Sometimes old discarded rules are brought back in the official rules, of course. In 6e we regained the Trip maneuver that was last seen in Fantasy Hero 3e, for example. The "Kick" maneuver, however, hasn't made it out of Champions 1e-3e. And although "Hold" was used in every non-Champions game from Espionage to Star Hero in the 2e and 3e eras, it hasn't been seen since. "Killing Blow" and "Flying Tackle" were in Espionage, Justice Inc, Danger International, and Star Hero but disappeared with 4e. Kick: -2/-2, damage x1-1/2, lands at the end of the follo…
Last reply by Joe Walsh, -
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I was wondering is there a site or program where you can DM Heroes with people?
Last reply by Khymeria, -
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My GM is running 4th edition and suggested that we use the Elemental Control Framework for the character my husband is building. However we don't have the book and I am unsure if we apply modifiers to the control cost or the individual power cost. Example: All the powers in the framework will have a -1/2 for not working in bright light. Does that modify the 50CP for the Control Pool or does it modify the cost for his Flight, Regen, and Umbrakinesis individually?
Last reply by Hugh Neilson, -
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Based on the old DnD spell - Prismatic Spray - how would such a power be made for a superheroic game? Below is how the spell was originally phrased: 1 Red 20 points fire damage (Reflex half) 2 Orange 40 points acid damage (Reflex half) 3 Yellow 80 points electricity damage (Reflex half) 4 Green Poison (Kills; Fortitude partial, take 1d6 points of Con damage instead) 5 Blue Turned to stone (Fortitude negates) 6 Indigo Insane, as insanity spell (Will negates) …
Last reply by Christopher R Taylor, -
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Inspired by the opening scene in Underworld, in which Kate Beckinsale drops out of a tall building and just casually walks away. Yay being a vampire. So obviously this is the breakfall skill, except the example is so extreme I think it would have to be a power. How would you build the ability to fall any height and just walk away? 1) Lots of levels in Breakfall. terminal velocity is at 90" fallen, so a character with a 48- would be most likely to walk off any fall on a 14-. That comes to 77 pts. 2) Forcefield. 37 PD would cover 95% of all falls. I do allow Forcefield to buy 3 normal PD for 2 points, so 19 points there, plus "only to …
Last reply by krraatumi, -
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There is more than one instance, such as Viper, where someone has an obvious focus, yet the attack itself is Invisible. Do you simply treat the attacker as Invisible for purposes of hitting an opponent? I doubt this. If an agent is pointing a weapon like a blaster at a hero - even if the attack itself is invisible - the hero will be trying to get out of the way. However, it should be harder to get out of the way of an attack you can't actually see. How do you handle this?
Last reply by Christopher R Taylor, -
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The old villain, Fire and Ice, has been around in the campaign so I gave him a new attack. It's a 5d6 EB NND (LS: heat or cold). He fires intense cold from one hand and intense heat from the other hand; the hero getting hit gets caught between fainting from heat and falling unconscious from the cold, hence the NND. I ran into a situation last game where a superheroine is immune to cold but vulnerable to fire. What would have happened if she'd been hit by the attack? Been pondering this and I'm thinking she'd still take some damage in a convulated way, since she would still be getting hit with intense heat. Fortunately, she wasn't hit by the attack and I didn't…
Last reply by tombrown803, -
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A hero has a 50 Str TK power, and using TK grabs an opponent to hold him in place. Can the hero on his next attack PHA grab another opponent with TK and hold them, for a total of 2 opponents?
Last reply by Ninja-Bear,
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