HERO System Discussion
13,259 topics in this forum
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Hi Everyone... My first post so please bear with me. I have only had HERO Designer for a couple weeks and I'm loving it. I do have a couple questions tho. I'm running a fantasy campaign with a few house rules. 1. Magic requires a skill roll (this may be a common rule) I want magic in my world to be extremely rare and difficult to master. To do this i make magic skill rolls at a - modifier = to the active power of the spell /10 and the skill itself cost 5/3 instead of the standard 3/2. There in lies my question: Is there a way to modify the cost of skills to reflect this? 2. …
Last reply by Derek Hiemforth, -
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Is there any way to create a free-floating damage shield? That is, one without being placed on something? Damage Shields at present require AE Surface, so that it applies to an area that is touched, such as a person or an object. But what if there's nothing there to be attached to? In other words, can you build a damage shield that is like a wall of fire in the air, without being attached to something? Can you legally buy a surface AE on nothing? Just buying a wall with, say, AE line makes it a constant, uncontrolled thing that only deals damage on the creator's phases. Trigger makes the entire construct significantly more expensive (turning i…
Last reply by Hugh Neilson, -
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I am thinking about building a character who has a dimensional vortex inside him feeding him energy. REC 30. I would like to make him resistant to teleport by others due to vortex. and Resistant to trans-dimensional powers( powers bought with the trans-dimensional advantage or effect definiton). How would you build this? This is for 5E
Last reply by Ninja-Bear, -
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How do you handle something like a flamethrower fuel supply where damage to the Focus can cause a conflagration?
Last reply by Greywind, -
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This is the second time this has been brought up in the campaign so I'm throwing it out to you. A character has a focus that allows him/her powers. However, the character must transform into their hero ID to use their powers but it's also through the focus. So, what to do in building this?
Last reply by LoneWolf, -
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I've noticed in one of my games, a modern superhero game, that computer hacking (using Computer Programming) is pretty powerful. (I'm using 5th Edition, so answers in that edition will help me the most!) So, I'm considering making it more expensive, and expecting characters to have a certain roll level to attempt certain feats. Like, having an 11- in Computer Programming is not going to get you into a high-security database. (Okay, if the character has an 11- roll, I'm not saying they can never access a high-security database. Just not directly. They might use the 11- to put a keylogger into a non-adept's computer and find the passwords that way. But they woul…
Last reply by Ockham's Spoon, -
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Hello, Is it HERO or Champions I am thinking of here? Is there a concise explanation how to roll for Killing Damage? Is that captured in a web page, calculator, something like that? To clarify specifically, the procedure tallying 0, 1, or 2, qualitatively from each of the rolled dice. Thanks... Best, Michael
Last reply by michaelwplde, -
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So, a couple folks and I came across something odd in Champions 6e, in the 'choose your powers' section for the Brick. For 25 points, the Brick makes 25 PD and 25 ED Resistant. So far so good. For another 18 points, that 25 rPD/rED is made Hardened. Now, this calculation appears to be done treating the resistant defenses as though they are 37 point powers with no advantages on them. Sort of as though they're simultaneously being treated as PD with an advantage and as Resistant Protection. But, all of this aside, I realized that advantaged PD and Resistant Protection *isn't* the same when it comes to adding additional advanta…
Last reply by unclevlad, -
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There's a character in my upcoming post-apocalyptic game that can communicate with machines (Telepathy versus the machine class of minds). I was originally going to suggest taking Does Not Provide Mental Awareness...but I do want him to be aware of mental powers that target machines. Do any of you restrict Mental Awareness by the Class of Minds the power targets?
Last reply by Fedifensor, -
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I have a question about something... Area Effect Surface is a pretty neat addition and idea (its how to build damage shield, for instance). Its primarily intended for effects that coat something. But its... very, very expensive. That means its more expensive than even Radius, for a tiny fraction of the area effected. Like Area Effect (any) the volume covered is very small for the cost, which seems awfully odd to me. I can buy an area of 8m radius (over 2000 cubic meters) for a +½ advantage but for that same advantage, Surface gives me about 12 square meters coverage, and 16 cubic meters of area covered …
Last reply by Christopher R Taylor, -
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If I build a OIF Multipower can one of the slots have an advantage (+1/2 Doesn’t need OIF?)
Last reply by Elrikk, -
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I am confused as to what this means. It is a suggested limitation in the rules book as a constraint on the sort of powers one can put in a variable power pool. Does this mean simply that the 'special effect' is always magic? How does it constrain the building of 'spells' for that pool?
Last reply by Christopher R Taylor, -
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Some insecticides have the effect of making insects leave an area. Looking for ideas on how you would build a Hero System power that causes creatures to make a EGO roll to stay in that area.
Last reply by Duke Bushido, -
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I've run into a conundrum and while I think I have my answer for how I'd handle it, I'd like to see how others would as well. Some skills have near necessary items built into them. Hacking without a interface, lockpicking without tools, driving without a vehicle is beyond difficult but not impossible. Supers, after all, are built upon doing incredible feats. While building the skill or item is easy enough, I'm curious how people interpret these design principles in use. Do you consider the tools to be part of the skill? Do you consider the skill to be knowledge of how to use the tools? Do you consider the skill knowledge of how to perform the act,…
Last reply by LoneWolf, -
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These questions are for a 5th edition game, but I suspect they apply equally to 6th. Penalty Skill Levels can be used to reduce or counteract a specific type of negative OCV modifier. Examples include Range Skill Levels, Targeting Skill Levels, and Throwing Skill Levels. How many other types of negative OCV modifiers are in the rules? Can you use Penalty Skill Levels to offset a penalty that changes your OCV by a multiplier or drops it to 0 (such as the penalties for Lack of Senses in Combat, pg 349 5ER). Are Change Environment (wind field) giving a -2 OCV and Change Environment (vertigo field) giving a -2 OCV considered to be both …
Last reply by Ninja-Bear, -
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I have a group who is using an old camp as a base. Think kind of like Camp Crystal Lake from Friday the 13th movies. I'm trying to figure out a few things about it and could use some build advice... What SIZE should it be? Right now I have the camp at 131,072 m^3 in volume with a x32,768 in Grounds. If there was a dense forest that makes it hard to navigate, how would you depict this? Change Environment? I was thinking it might give some minuses to movement and perception. Easy for people to get lost (as they're also adding traps). They want to have some portals to get around the area easier. I realize this would be teleportation, but if they choose ran…
Last reply by Christopher R Taylor, -
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Interesting bit on animal power, useful for building character strength compared to animals or making a bestiary. I'm not sure exactly how they measured some of this to be honest.
Last reply by Ockham's Spoon, -
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Howdy, Herophiles! My latest book (in PDF form) is now available: The Celtic Bestiary, a collection of monsters and creatures from Celtic myth, legend, and folklore, is now available at the Hero Games Online Store for a mere $12.99! It features 67 monsters, and is just the right thing if you're in a campaign set in Tuala Morn, have a Celtic-influenced setting in your own campaign world, or would just like to have some cool, unusual monsters to throw at your heroes. Please check it out and pick up a copy today! https://www.herogames.com/index.html/store-items/new-for-the-hero-system-the-celtic-bestiary-r399/
Last reply by Steve, -
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I'm working on a post-apocalyptic Hero game (Gamma HERO) where there are mutant powers and pre-apocalypse high-tech artifacts. I'd like to make either a mutant power or a device that acts as an "anti-rad" field, decontaminating the immediate area so that radiation is reduced or removed, sort of like a decontamination chamber. It wouldn't heal radiation damage, but it would remove existing radiation so that irradiated objects or people would be cleansed. I realize that this could be done with a Transform, but that seems a bit much (especially considering how much Transform you would need to change a 20 BODY human). I was thinking of doing this with Change En…
Last reply by Ninja-Bear, -
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It occurs to me that being able to invent new powers for a VPP on the fly in game is a very nice feature, whereas requiring that all VPP powers be predefined, approved and on the character sheet before game is actually a limitation on the VPP. Would you agree that taking (or having it required to be taken) the titular limitation aught be worth a -1/4 limitation on the control costs of a VPP?
Last reply by armadillo, -
Tekekinesis
by steph- 6 replies
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Page 294 Hero System Vol 1 On telekinesis However, there’s no action/ reaction with TK, so a character can’t pick himself up with Telekinesis (or pick up an object he’s standing on and move himself that way) Why is that ? Steph
Last reply by unclevlad, -
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So my friend pointed out that automaton's have some semblance of intelligence, and therefore have a "mind". My question is this. What does the hero system determine a mind to be and why are automaton's considered to have no mind, yet computers and A.I. do have a mind? I would argue that the "mind" is something that controls thought. My friend wasn't particularly clear on what they thought a "mind" was exactly.
Last reply by Derek Hiemforth, -
Mental Entangle 1 2 3
by Ximenez- 2 followers
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So Mental Entangle costs 22.5pts per 1d6, and if you hit someone with it, they're trapped permanently unless they have a mental attack power of some kind. That makes it impossible for most characters to escape, and thus very unbalancing...but I haven't used it in a campaign. Am I missing something?
Last reply by Derek Hiemforth, -
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Hello All, I’ve been meaning to ask this question for a long while now. I bought the Hero maps PDF. (They are great btw). The question is that the there is no key (that I can see) for what traps are what in the Martial Art maze. Now of course I can write them up. I’m just wondering though if there is one. TIA
Last reply by Ninja-Bear, -
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I have a 6E character concept pretty much built (martial artist/parkour style -- think Daredevil-ish), with a signature weapon but I'm not sure how to build it. It's certainly a multipower, but the bits inside it are confusing me: So, it's a combination grappling hook/swing line/steel whip/Meteor Hammer (as seen wielded by Gogo Yubari in "Kill Bill") thing, with the option of bouncing it off a wall (like Daredevil could so sometimes, and is commonly seen in Captain America's shield throws) for indirect attacks and spinning it like a shield in a defensive way to deflect/block incoming attacks. Clearly, it will an OAF multipower. And have Swingi…
Last reply by LoneWolf,
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