HERO System Discussion
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- 9 replies
- 106 views
What Power would y'all use for this? Aid, Healing, Simplified Healing, Transform....?
Last reply by Chris Goodwin, -
- 2 replies
- 92 views
I was thinking about taking the basic system that is in FREd )p. 233) and expanding it. Basically I want the possibilities of more internal damage on the vehicle. The vehicle in my campaign will be a big part of the action. It will be critcal to the game and to the player's reason for existing. Has anyone done something like this? Here is my proposal For changing things. First idea: When the vehicle takes damage roll 2D6. Create a table with items and systems on board the vehicle. Put the most likely things to be hit under 7 and then alternate around that point. This gives a sort of curve to it. Fits in with the other aspects of the game system 2nd…
Last reply by BobGreenwade, -
- 9 replies
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If you're using hit locations, then you can typically get armor that covers only specific hit locations (e.g. a helmet) If you aren't, then how would you go about purchasing armor (e.g. a helmet) that gave protection only if you got hit in a vital spot (the damage roll was high) And, what limitation would you give for such an item? One definition of high might be the equivalent of the Head and Vitals Hit locations or 3-5 and 13. Assuming no called shots or altered targetting (high shot) then you're looking at slightly over 14% (31/216) Converting to generic damage you're looking at roughly 6 on a stunX roll or an average of 5 for a normal attack (depends on…
Last reply by Dust Raven, -
- 14 replies
- 523 views
An energy sword has continuing charges of "force field". When the FF is turned on, the energy sword can't be knocked away, disarmed, etc. It's treated like an OAF at all times except when the FF is turned on, at which point it's treated like an OIF. -3/4 (Halfway between OIF and OAF) -or- -1/2 (Because if you're in combat, you're pretty much going to be using the forcefield). Thoughts? Opinons?
Last reply by prestidigitator, -
- 23 replies
- 325 views
I'm working on a character that can Change his body mass. I plan to set it up as a multipower with Density Increase No STR Increase as half of it. I also want to be able to reduce my mass down to basically nothing...though my equipment/clothing would still have mass. This is for a 150point Heroic game. The Density decrease would allow me to jump and move quickly. I was thinking of using a variation of shrinking to simulate this? With inches of jumping to replace Perception and DCV bonuses. Any suggestions?
Last reply by PhilFleischmann, -
- 43 replies
- 189 views
I want a power (a lash, but could be a slap, nerve strike, poison, or other effect) that does not do much stun towards knocking out a character but can easily con stun them. I got the idea from double knockback of doubling the stun only for determining con stun - rather then buying extra dice and putting the limitation "only for con stun" on them, which seems more complicated and clunkier. For the effect I want, I want the stun doubled AFTER defenses, which significantly reduces the value. +1 would be basically just buying more damage which would actually do stun. so a +1/2 advantage seemed about right. other suggestions? does +1/2 seem rig…
Last reply by Dust Raven, -
- 4 replies
- 110 views
I'm, building a charachter with desolidifaction power, and i've some question about it: 1) desolidified charachters are unaffected by "real world" attacks; is clearly unaffected by physical object, bullet, sonic wave, and similiar; but is affected by fire, electrical, pure photonic energy? (Lasers or microwave for examples) 1a) is affected by intense thermal sources, like intense cold and heat? and by radiation? 2) can i build a desolidification with "vulnerable to fire" or "vulnerable to radiation"? 3) if a Charachter buy duplicate, and desolidification, can recombine while desolidified? in theory, SFX for the desolidifcation are same ('cause is a duplicat…
Last reply by prestidigitator, -
- 8 replies
- 202 views
The group I GM for has recently taken over a Demonlair. They want it to be some sort of power nexus that increases their mystical abilities while they are in it. Here's how it's supposed to work: There a point (a hex) in the base that eminates mystic energy; a Nexus of Power. Being near the Nexus boosts magic Powers. The closer you are, the bigger the boost. I figure I can write it up using Succor with Standard Effect and Explosion. 0 END, Persistant would be a must, of course. Now I'm not to sure how Powers like this react in a Base. From what I understand, Attack Powers can be launched from anyplace within a Base. This would only have a single hex where it ori…
Last reply by pinecone, -
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- 75 views
Stat Roll for Half Damage? Obviously a rip off from an unmentionable evil game system but still applicable. This is for spells in a Fantasy Hero Game. Mainly this question came about on a spell I was designing called Blinding Vapor. It’s a scroll that the party I am GMing acquired. Any way it is simply a 4D6 Flash vs. normal sight group, with the explosive advantage on it. Basically the caster shoots a ball of dark liquid that explodes in a burning vapor that temporary blinds its victims. My thought was that even if a victim of this spell did not have the foresight to dive for cover they might think to close there eye and move out of the cloud at there first opport…
Last reply by prestidigitator, -
- 5 replies
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My player wants to create a speedster charactar. He wants to link Desolidification to Running (only non combat movement) to simulate the fact that is impossible to hit at this velocity. What kind of limitations would need Desolidification to create such power? The points are two: a) linked to movement (but only non combat velocity), and desolidification that works only for damage, not to walk through walls and object.
Last reply by Killer Shrike, -
- 16 replies
- 185 views
I was wondering how anybody would build a "Social Chameleon", i.e. somebody who fits right into almost every group of people. As there are only PSL for combat, I was thinking about something like: 3d6 Mental Illusions Area Effect 1 hex (+1/2), Megascale (+1/2), 0 End (+1/2) 37 Active Only to seem to be likeable (-1/2), Requires a Conversation Skill Roll (-1/2), Target's mind dictates exact appearance (-1/2) Real Cost 15 Or has anybody already done something different?
Last reply by Selganor, -
- 29 replies
- 165 views
First Thing: I'm new i'm new to this forum and to Hero System too... Actually i'm not playing with Hero System, and, sadly, i dont have possibility to play Hero System in recent future (Why about 90% people i known want to play only "Caverns and Fire-breathing-flying-reptiles"? ) But, i will be in a Con next week; so i'm preparing a Hero Adventure to play:) And this is Second Thing, aka The Problem: How can i balance encounter? I Mean: i've prepared a party of 4-6 superhero with a total point betwen 175 and 220, and i'm preparing some enemies to face the party. And how many point can i put in the enemy creation to be sure is neither too power…
Last reply by Dr Divago, -
Is there a list of Accesible Focii and Inaccesible Focii anywhere? If so where? If not, which would a mask be?
Last reply by Lemur866, -
- 7 replies
- 80 views
How much would this disad be worth? A power, movement or attack, that works normally when useing normal END, but when Pushed acquires a "burnout" limitation? I'm thinking -1/4, what do others think?
Last reply by Dust Raven, -
- 11 replies
- 79 views
New Limitation on DCV To represent a Sword Master to counter act the DCV = 1/2 penalty for using the Sweep maneuver. Essentially I was thinking the character would buy enough 5 point levels of DVC to double his normal DCV them put on a Limitation on it (Only to counter penalties from Sweep maneuver). Any way how big of a limitation should it be? If it important this is for a Fantasy Hero Game. Example: Sword Master with a DEX of 18, DVC of 6. He buys 6 level of DCV +1 for 30 points them puts a limitation on it. -1/2 Only to counter act penalties for sweep. For a cost 20pts or -1 Only to counter act penalties for sweep. For a cost 15pts or -2 Only t…
Last reply by Dust Raven, -
- 4 replies
- 140 views
I'm well aware that players like to simulate 2 weak attacks by buying a large attack and putting Reduced Penetration on it. I can understand why too....you get to keep to total STUN rolled vs the defenses. I was wondering is anybody but myself uses Reduced Penetration for anything else? There's another thread about a whip/lash attack that could easily be bought Red Pen, though I personally feel it should be a Red Pen HKA and a Linked NND. I use Red Pen for claws and other animal attacks, but not to simulate the D&D claw/claw effect. It's to simulate that the claws, though sharp, aren't long enough to dig past armor. I also use it for several magic spell…
Last reply by pinecone, -
- 0 replies
- 69 views
FYI, Ben just posted the monthly update to the Rules FAQ. The PDF will be updated whenever those who update it have the time and inclination to do so. If you have any questions, please post 'em in the "Company Questions" thread of the same name.
Last reply by Steve Long, -
- 7 replies
- 210 views
martial arts lets you buy str + v/5 or str + v/3 since buying up strength costs the same as buying up OCV or DCV (in the martial arts system), why not allow buying OCV + v/5 or DCV + v/3, etc? OCV bonus would be based upon surprise and sheer speed. Blur is standing on the other side of the room, suddenly he is hitting you, before you have time to react. DCV bonus would be based upon speed and moving. Blur isn't just dodging in place, he is zigzagging at high speeds. The mechanics are easy. The numbers are the same in the current martial arts system. There is at least as much realistic justification for it as for most hero abilities. Obviousl…
Last reply by prestidigitator, -
- 9 replies
- 57 views
I suggest a +1/4 modifier to the limitations (or adder): charges, End Cost, and burnout if they only apply when the target is hit. Tesla generates a static electric charge. When he touches something it gets zapped, and that drains his power (End). But if he misses they don't get zapped and he doesn't lose and End. Since 0 End is +1/2, this must be a +1/4 adder. Burnout only when hits with charges seems a little unusual, but this is Hero and the unusual is common. So it seemed worth figuring. A +1/4 to charges increases the number of charges by 50%. Missing 1/3 of the time seems generically reasonable. Burnout only when hits applies to weapons th…
Last reply by austenandrews, -
- 10 replies
- 183 views
This has likely been discussed here in the past. I have a player character who is an Egoist. The player wanted to use his EGO for initiative (an optional rule). I said no, feeling that allowing him to rely on a 2-for-1 cost characteristic when everyone else is using a 3-for-1 cost stat would be unfair to everyone else. Has anyone else had experience in allowing EGO as the intiative stat for mentally based characters, and has it worked out well for you?
Last reply by CrosshairCollie, -
- 6 replies
- 138 views
At what point of speed do we worry about friction? Examples: Rentry in to the Atmosphere, Flying next to an SR-71 at top speed, Grabing the enemy and holding them to the ground as you move at mach 3. Its all about speed.
Last reply by Farkling, -
- 19 replies
- 68 views
Okay, not really. But I have a player who's character can talk to plants, and I need to know how to simulate that. It seems it should cost a bit more than 2 points (Language: Plants). Basically, here's how we worked out how it works. All plants, though not truly sentient, have a spirit that is aware of their surroundings and is able to communicate with the spirits of other plants and even some animals. The plants don't really ponder anything, or think idley, or even "think" in any way that we conceive of the term. They are just aware and can communicate. This character, we'll call her Plant Girl, is able to communicate with these plant-spirits. Doing this, she c…
Last reply by Chuckg, -
- 8 replies
- 82 views
Okay, my current PC has a Flash that has the limitation No Range with a variable Area Effect advantage. Essentially, he glows, so the Flash always starts with him and then radiates in shapeable areas. Q: Do I need to roll to target a hex when I want to catch another PC in the area of effect? Since my PC is always the "starting" hex, I was thinking that I didn't. Also, the exmaple flashlight given in the sidebar for the Images power also has the No Range limitation. Does that mean it can only illuminate the hex the PC is in?
Last reply by Dust Raven, -
- 7 replies
- 139 views
a lot of times I want to make a weapon or power that is less accurate then normal - musket, or semi-controlled EB. Just taking off points for reduced OCV is not good. -1 OCV would be -5 points, but then you could say get a 1d6 rka for free if it were -3 OCV. So a limitation works best. I'm thinking that requires skill roll is a good basis for this - but the skill roll required is your to hit roll. You don't buy an actual 3/2 skill, so it might seem like it would be worth less. But I note that the penalty to skill level is actually the limitation - if you get RSR with no penalty it is a -0 limitation. In concrete terms, a 60pt attack cost 40pts and h…
Last reply by Nevenall, -
- 16 replies
- 65 views
Supposing I have a character that I want to have multiple KSs. Fine, I buy scholar and a whack of KSs for 1 point apiece. Now suppose I want them (and only them, not my general purpose INT roll) to be at a better than 11- roll. Here's a couple possible approaches: 1) Buy 5-point skill levels. This seems to me to be a horrible waste of points. 5-point skill levels are appropriate if you're buying them for DEX-based skills, and maybe for INT- or PRE-based skills (ignoring the question of why you're not just boosting your INT or PRE instead). These skills all cost 2 points per level to boost individually, however, where KSs only cost one. It hardly seems fair to also ch…
Last reply by prestidigitator,
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