HERO System Discussion
13,255 topics in this forum
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- 7 replies
- 111 views
any other HERO websites I should know about?
Last reply by zornwil, -
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I was reading Sean's thread on ECs and his last post focuses on one of my long standing bugbears with mental powers, you need 10 to 13 dice in your mental powers to be effective. A corollory to that is that mental powers are an extra mechanic to the system for people to get their heads round. I was thinking whether it might not be possible to use the existing damage mechanism for mental powers. If you have 5D6 Ego Attack you cause cumulative STUN and the effect is reduced by mental defence. If you have 5D6 Mind Control you have almost no chance of doing anything substantial to your target. I submit that it should be possible to attack your opponents I…
Last reply by zornwil, -
- 63 replies
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A positive thread to hopefully off set some of the negativity I have had a place in spawning. Why do you play Hero System? What do you like about it. There's plenty of other systems out there to try, so what draws you to Hero in particular? Please, I ask that we try to keep this postive. There's plenty of threads for backhanded compliments and bickering. Also if you have chosen to play another system primarely, that's fine. This thread isn't to belittle you or your gaming desicions.
Last reply by zornwil, -
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After reading through some of the Mental Power rules, the BoECV advantage, and Telekinesis, I thought of something. When BoECV is applied to TK, it makes the attacker use OECV to target the power, but the defender still uses standard DCV (in theory, although not mentioned, the defender also still uses PD to reduce the damage instead of Mental Defense). Why don't we have an option to apply this version of BoECV to all powers? Specifically, there could be a variant of BoECV along the lines of "Partially Based on ECV." This would modify the advantaged power such that the attacker uses OECV to target the power, but the defender still uses standard DCV. The attack wou…
Last reply by Silbeg, -
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"It's My Dice" by Dust Raven a parody of "It's My Life" by Bon Jovi Listen to the midi and sing along! This ain't a song for the lucky rollers There isn’t a prayer for the luckless tollers I have just rolled yet another eighteen I throw another fit And then you hear me scream [Chorus:] It's my dice I think they’re evil They must be possessed by the devil When I roll my dice I pay the price (It's my dice) Yet another fumble displayed The GM said I screwed up my day When I roll my dice I pay the price It's my dice This is for the ones who can’t reroll The GM wont’ let me ‘cause he has no soul …
Last reply by Dust Raven, -
Severed Limbs... What About Heads?
by Guest Black Lotus- 11 replies
- 43 views
OK, when using the Hit Location optional rules, if an attack that hits a limb does at least 1/3 of the total BODY of the target, that limb is broken (clubs), burned beyond use (fire), or, in the case of, say, a Katana, severed. (But said attack against a limb also cannot do more than that 1/3 of BODY needed to break/ sever the limb. So an attack that does 5 BODY to the limb of a target with BODY 10 severs the limb, but only actually does 3 total BODY, although it does full STUN). So, um... if you can sever an arm... shouldn't the same principle apply to a head?
Last reply by Roy_The_Ruthles, -
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One of the cooler ideas (I thought) that BESM had, was making skills cost relavent to the Genre they were in. For instance, in a modern detective game, where gun fights are common and characters have to use lots of perception and forensic type skills, those skills would actually cost more to reflect their usefulness. In a fantasy Genre, ala DnD, weapon and spell casting skills would cost 6 points a level, while playing the flute would only cost 1 or 2. Of course this diverges greatly from realism, but I think from a game "balance" standpoint its more fair. A 200 pt fighter vs a 200 pt courtier are certainly not balanced. Is anyone familiar with this idea, a…
Last reply by Tywyll, -
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I am very curious as to how to simulate a person with a cybernetic limb. Specifically, should the limb have separate BODY and DEF? I mean, damage to a cybernetic limb wouldn't cause bleeding or STUN, and also wouldn't recover BODY unless repaired. Thoughts?
Last reply by Lord Liaden, -
Need Help Simulating High-Tech Pistol
by Guest Black Lotus- 22 replies
- 69 views
I have an idea for a high-tech pistol, inspired by the anime movie Kite, and I'd like to simulate it using the HERO rules. I'd appreciate any assistance/ advice board members can offer on this issue. The pistol functions much like a normal one, with one crucial difference. If the special bullet fired by this pistols enters its target, the shooter can press a button on the grip of the pistol, causing the special bullet to explode (while still lodged in the target). Several conditons apply. If the attack does BODY damage, that means the bullet touched the target's flesh; therefore, the target's Defenses do not apply to the damage caused by the explosion (the bu…
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First of all, yes, I know the "official" way of lighting stuff on fire is a Continuous, Uncontrolled RKA. However, I have a real problem with this because, if the RKA costs END, the fire just goes out at some point, even if it is used against something flammable. Furthermore, it doesn't allow the fire to grow, and it assumes the attack is primarily used to do direct damage to an opponent (in most cases). So I'm thinking of some different ways to light stuff on fire. I want the power to behave thusly: the initial ignition does no damage on its own. It merely changes the target's state from "not burning" to "burning." From that point on, the target burns as if act…
Last reply by prestidigitator, -
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Sometime during my super-hero campaign, my players will be facing off against a guy with 100 arms. The size of his body will be big enough to accommodate this many arms (they are running down each side of his torso). He is going to be of the master villain variety (weapons master/dark magic-user type) with the popular villain intent of destroying all life and he's had a lot of time to plan this one out. What kind of powers would you would advise I take just based on the fact he has 100 arms. How about combat tactics. Basically, how do I simulate powers-wise the fact that he's shooting energy blasts out of 100 arms, or beating the snot out of somebody with dozen…
Last reply by Lord Liaden, -
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Are limited defenses to expensive? I was trying to make an Electricity Controller, and was thinking that limited defenses were expensive by the book. What level of limitation do you think of as fare for you games, I do not like the guide lines in the book. Only vs. Fire should to me be worth more than -1/2, after all you are loosing more than 1/3 its utility. Consider how many types of energy attacks a character will be subjected to and what percentage of those will be Fire, Electricity, Quantum Beam ect… Personally I think the limitations should be more like… -1: for limited effects (Only vs. Fire or Only vs. Electricity) -2: for extremely limited effec…
Last reply by Gary, -
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I just reread Telekinesis and Fine Manipulation and found out that Fine Manipulastion isn't automatic. It requires a roll (9+(Active Points in TK/5)). Does anyone enforce/use this rule? I typically don't, or if anything require a DEX Roll (or INT or EGO Roll if appropriate for the SFX), but even that is rare.
Last reply by Roy_The_Ruthles, -
- 52 replies
- 174 views
Simpler Martial Arts? One of the bigger problems with MA in general is that it’s almost always better to be excellent at a few maneuvers rather than purchasing base level in many Maneuvers. For example, a character could purchase Fast Strike and Martial Strike for 8 total points, or Martial Strike with +2 OCV for the same 8 total points, but have a vastly superior ‘Maneuver’ that provides +2 OCV +2 DCV and +2d6 damage rather than a choice of +2 OCV or +2 DCV. The differences in efficiency and effectiveness increases as more Maneuvers are purchased. Another way of looking at it is that purchasing 60 pts of maneuvers doesn’t make your character appreciably m…
Last reply by Black Rose, -
Re: Champions mods
Last reply by Questioner, -
- 33 replies
- 127 views
OK, I've ranted a lot about how I dislike ECs. Now I'm going to refine my view a little. Today I was building character templates so that new players could quickly generate characters (pick a character type...brick/blaster/brawler...whatever) that comes with a set of characteristics and a multiple choice checklist of add-in powers. Follow the checklist properly and you wind up with a reasonably balanced character of 350 points, without ever adding anything up. Easy. Built an blaster and a brick archetype. Now I've made this point before, but I was scrabbling round for add-ins for the brick that were not going to substantially increase the overall combat effe…
Last reply by zornwil, -
- 8 replies
- 93 views
I'm looking for a way to simulate the classic "thrown knife pins sleeve to wall and thus hinders adversary," and it occured to me that this might be simulated with a ranged martial maneuver similar to Trip, but one which doesn't actually knock down the opponent. All it does is hinder his movement and reduce his DCV until he "gets up" (pulls his sleeve clear) with a half-Phase action. Of course, it would require a suitable surface to stick the knife or arrow in. Thoughts?
Last reply by Dust Raven, -
- 42 replies
- 123 views
I successfully convinced my group to let me run an adventure in HERO for them after we'll finish with the current campaign (which isn't ran by me). Those guys have been playing D&D for many years now, so its a big change. What I want to know is how to introduce them to the system? How to make it as simple as possible, especially what involved with character creation.
Last reply by BNakagawa, -
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The Header says it,How useful is it? How much use would you get out it for other Martial Arts,like fencing?
Last reply by Kyle A., -
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I'm having this idea roll around, comes from having an hour train ride to work in the morning that allows me to think of this stuff... Currently one of my players is a focus hog. Add to that the fact that he may be convincing one of my other players to help him out and start confiscating foci from the bad guys as research points I came up with this adder.... Take any focus, say an alien tech battlesuit ala Guyver (yes, I carp back to that one), be annoying and make it an OIF,OIHID, and throw in Independent to make an impossible to pass up lure, (You mean I could put this on now and use it? Yes...go ahead...). Now add the following: Side Effect: Suppress Ego…
Last reply by Kyle A., -
- 7 replies
- 40 views
If a wizard or super can replenish or supercharge his END pool from the surrounding "mana" or a smilar universal energy source, how do you model that ability? And since END cost is one of the most potent balancign measures for strong magic of extreme superpowers, how would a character with the ability to do so be controlled in a campaign context, so they don't run amuck using extreemly magic at whim?
Last reply by TheEmerged, -
- 11 replies
- 250 views
I have a character! (and there was much rejoycing... yeah) Well, he's blind, but has some spiffy goggles that "see" for him. They are bought as Spatial Awareness, Range, Discriminatory, OIF (actually OAF, but for some reason nobody's gonna try and take them away from him in combat). Here's how they work (SFX): The goggles emit a particle that gives off some kind of "wave" or "pulse" when it contacts matter, and begins to degrade, continuing to give off this wave/pulse thing until it is destroyed. The goggles pick up this wave/pulse, and depending on the "frequency/intensity" of it, they map out all the obsticles in the path of the particle. Sending out millions …
Last reply by Citizen Keen, -
- 32 replies
- 109 views
I have several ideas about how to implement characters' Force powers in a new campaign I am starting. It is set in the New Republic era, about 3 years after Death Star #2 goes boom. I have considered the VPP route. I have considered making each character just buy what powers he chooses to, separately, with separate lims. (to reflect that starting Jedi Padawans aren't all that great). I have considered Multipower. The idea is, that I will stat out about 20 known Jedi Powers, and because these guys were Padawan before coming to the new Jedi Academy (studying under one of the Lost on a remote world hidden from the former Empire), they can develop and research …
Last reply by Roy_The_Ruthles, -
- 9 replies
- 63 views
Quick question: if X2 life span (LS: Longevity) costs 1 pt, does 1/2 life span (a Disadvantage) would give 1 pt? I'm asking this for a Racial Package Deal in my world. The race only live 60 years or so.
Last reply by Icel, -
- 15 replies
- 146 views
My friend is trying to make the Xenomorphs from aliens' acid blood power. I'm thinking the right way to go is an unconrolled HKA with cummulative and trigger: takes body that would cause it to bleed, plus some other wierd stuff, like an Endurance Reserve just for the blood and a bunch of lvls of penetrating (so it will eventually eat through hulls) and a non selective radus, and probably some other stuff. Any comments or ideas? i'm sure she'd appreciate it
Last reply by Onyxclaw,
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