HERO System Discussion
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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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How many points do y’all need for a well rounded PC on 6e? Back in 4 I felt it was 175 In 5, maybe 250-300 400 points in 6 for a competent, well rounded hero with an AP limit of around 50 points. I’m stating an One Piece style Pirate Game and noticing a trend. How about you?
Last reply by Word Sensei 515, -
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Hey, I was wondering if I can get some tips and tricks on how to be a GM for heroes. They aren't any games being run where I am, and I've never actually played the game before, but since there's isn't any games around me I wanted to run a game myself. I have some hero's books and I have a general idea on how to make characters, still figuring some things out. My Idea for a campaign would be like My Hero Academia the anime, but I'm not sure how to go about it.
Last reply by Nekkidcarpenter, -
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I'm building a Sleep Spell (Conscious target into Sleeping one). The way I'm figuring it is that if I do this successfully via a Mental Transformation then I put you to sleep. If somebody uses telepathy on you for example, they'll get "Zzzzz" until you either heal from it or the reverse condition is met. If I do it Physically (i.e., a standard Transformation attack against BODY) then I still put you to sleep but any mental communication would allow for you to say "Hey guys! I've been magically Slept!". So, based on this logic, if you transform a Mentalist physically (i.e., via BODY) into say, a chair, do you then have a chair that can still use its Mentalist p…
Last reply by MrAgdesh, -
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I've working on a character concept of a hero who's Unlucky alot (3d6 Unluck) in humorous ways. However, once in a long while, the character becomes Lucky (basically 5d6 Luck. It's a Act 8-. Roll once for episode; if it activates character has it the whole adventure, it it doesn't character doesn't have it that adventure). Here's the kick: when the Luck finally does happen, the Unluck is not active. I'm still working on the concept so I'm now sure how to work this. How would you handle this entire thing?
Last reply by Word Sensei 515, -
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There was a question asked about buying Telekinesis with the "costs END to use" limitation, whether that was possible or how it would work. Now my buddy Chris Goodwin (would you believe acquaintance? Distantly familiar?) answered with this: I would argue that you can do so, but it changes how the power works. To me, if you buy that on a constant power, then it becomes a toggle: you cannot use this power until you start using END every phase to maintain it. Basically you can't use your TK until you "activate" it and thus, even when they are not using the power actively to do anything, they pay END every phase.
Last reply by Gauntlet, -
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I know how Resource points work, but could I use them to buy things from gadgets and gear or is that a special condition?
Last reply by Sketchpad, -
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This is a little bit of an esoteric problem to have, but I'm looking at implementing a 'Rule of X'-type deal where only some advantages count towards the Active Point limit. As a starting point, think of the list of advantages on 6E2 p98, but this list can be modified as need be. But how would I class Linked powers? Two 12d6 powers apply separately to defences, so they're clearly not as effective as a 24d6 power, but there is still a big advantage over a straightforward 12d6 power on its own. So what would you treat this example as for the purposes of the limit: 24d6 (the total number of dice being rolled)? 12d6 (the DC of the strongest attack, ignoring all ot…
Last reply by unclevlad, -
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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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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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I was wondering how to recreate this power which allows one to turn 2 dimensional and move through narrow spaces and etc. I had thought about desolidification and perhaps invisibility to sight group when it is active but beyond that I’m stumped. Any help would be appreciated.
Last reply by marcusxbaer, -
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A player wants to have a movement power that is Usable with up to 8 others simultaneously. If he also buys extra mass x2, does that mean that each of the 8 total characters can carry x2 mass?
Last reply by Cloppy Clip, -
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- 43 replies
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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 Duke Bushido, -
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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 Duke Bushido, -
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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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- 25 replies
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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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- 84 replies
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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, -
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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- 24 replies
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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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- 5 replies
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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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