HERO System Discussion
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Just in time for prom season, Teen Champions is now available for Digital Hero playtesters/testreaders who are interested in giving it the once-over and offering comments. You can find it in the usual place. If you have any questions or comments, please post them in the "Company Questions" thread of the same name. Thanx!
Last reply by Steve Long, -
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I have a magic sword that has powers and beefs my character up. I bought it as a Obvious Accessible focus. No questions so far One of the guys suggested if I want to make it cheaper I can add independent. In that case if someone captured it they could use it to it's fullest extent, otherwise it is only a sword to others as is. True?
Last reply by Hugh Neilson, -
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Let's say we have a character that is something of a Brick/Speedster in the vein of a low powered Superman. Just for giggles, lets even say that he is an Alien that derives much of his powers from the light of a yellow sun. Now this character has a moderate sized VPP refered to as the Krypton..er.. Alien Ingenuity pool. This VPP has a -1/4 LIM because it can only be used for tricks that a Brick or Speedster might do, which the GM feels is only a Slightly Limited/Very Common SFX. So Hand Claps and Super Spin Tunneling are fine, but no turning into make-believe things like, oh, pink dragons and stuff... Now with all that in mind, do you think the player should be…
Last reply by Captain Obvious, -
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What power or powers would you use to animate objects?
Last reply by PhilFleischmann, -
Glancing through the rules I fond it odd that seduction is based on presence. If that were so the Hulk would be the most suave guy in town. LOL I would think seduction woud be closer to (INT+COM)/2. Beauty with the brains to know how to use it, or better COM + Streetwise modifier. What is considered a resistants to seduction? There are many books where a hero might know not to get close to the sexy villeness but her charms are too great.
Last reply by Dust Raven, -
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I'm GMing a supers campaign and disallowed the Passing Strike maneuver. It seemed too powerful when compared to a Move By: better OCV, better DCV, and better damage. The effectiveness of Passing Strike over Move By isn't much of a concern at lower point levels, but as characters' STR and velocity increase, Passing Strike becomes ever more powerful. I wonder if the rest of Herodom agrees or disagrees...
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One of my co-GMs found this question on a chatroom, and it was interesting enough I thought I'd see what other players and GMs here think: FREd only lists one real use for the Teamwork skill: coordinating attacks on a single foe for purposes of - multiple attacker bonus - adding stun together to overwhelm a tough foe So there I am, with a skill I've paid 3 or more points for (perhaps much more). But ... is that ALL I can do with the skill? Surely there's more to Teamwork than simply pounding a megavillain into "GM option". How about... - conveying information covertly (hand signs, eye rolling, a subtle flexing of muscles, whatever) - coor…
Last reply by Silbeg, -
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I am curious how Presense vs. Mind Control balance out. I look at the chart and they seem the exact same. However, PResense gets free dice for setting, cost 0-END and seems to work as AOE. Mind Control does not get free dice, gives the same bonuses/effects, cost END, & does not affact your skill rolls. Other than being able to use it as a "Mental" power (easy advantage you could buy for pre and put cost end on for more effect less cost) How do you compare the two game mechanicly? I know how they compare concept wise but the is the HERO system that is based on mechanics not FX.
Last reply by Dust Raven, -
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How would I go about doing this: Super powered human that can regenerate/resurrect/heal his own limbs if he is contact with dead matter. Also, he can absorb the knowledge, powers, and strength of the absorbed dead matter. So, this guy could cut off an energy blaster's arm, attach it to his own and gain the ability to energy blast.
Last reply by Sean Waters, -
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Let's say I have an EB with the advantages Armor Piercing and Penetration. I hit an opponent who has Hardened defenses. How does the damage get applied? Does the Hardened defenses cancel both the Armor Piercing and the Penetration advantages? Does it only cancel one, and if so, which one? Instead of choosing Armor Piercing and Penetration, it might have been Indirect and Armor Piercing. Basically my question deals with how one level of Hardened defenses deals with an offense with multiple advantages.
Last reply by Hyper-Man, -
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Being a longtime Robotech fan, I occasionally mess with trying to do write-ups for various mecha and equipment. One of the things that has always bugged me was the popular Gallant H-90 Multiweapon System of the Mospeda and Sentinals. For those not familiar with the weapon, it is a modular energy pistol/rifle with various firing settings. In pistol mode, it can fire a standard blast which does light damage to heavily armored targets or a lower setting for lightly armored or unarmored targets (effectively the same power as a conventional heavy pistol). The low setting uses so little power it's payload is effectively unlimited so long as a single charge is in the clip. In ri…
Last reply by Dust Raven, -
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Havn't played champions in years, but looking to get back into it. Just wondering how different 5th ed is compared to 4th? Since right now all I have is 4th.
Last reply by SteveZilla, -
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Don't have 5er, but am curious: Did they merge Active Sonar with radar?
Last reply by Bloodstone, -
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So there I am writing up villains and I tripped over two guys written one after the other. One was a straight up Brick, the other a rather vanilla Martial Artist. Seems that it finally clicked in place for me, these two guys have the same job (almost exactly): beat up the other guy and don't get hurt. The Brick buys up big defenses along with his big STR (maybe a brick-trick or two). The MA buys up maneuvers and his DEX (maybe DCV levels) So now, I'm looking at the way they are made: Brick gets a big boost on his way to being a tough guy thanks to his Strength and then he's dumping 40+ points into defense. The MA is a bit fragile in comparison, but spending over 40 p…
Last reply by Susano, -
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Here is the biggest discussion in our group. The team wants one person to build a Master Mold compuuter and set of robots, so they will help them build a home base for them. The PC has slightly above average INT with some mechanics skills. They think they can can construct and program a functioning robot that will help build other robots, weapons, and other items for their base. The do have some money, and bought toys from a local Wall Mart to make the basic robot. The problem is that they think that in 2 weeks they can get the first robot helper built, programmed, and helping with other items. I told them that it would take a year to build the main computer, 6…
Last reply by Dust Raven, -
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1) How do you create spider-man's webs in an area to entangle someone between segments if they walk into a hex or touch the area? He doesn't pay endurance for his power so continuous doesn't seem to apply. Thanks. 2) I understand that Find Weakness halves the defenses of Normal Defense or Resistant Defense. And, you can choose between which defense you want to halve each action. However, I am unclear how Find Weakness works for a total normal defense that combines resistant with PD/ED. For example, let's say Superninja has Find Weakness and he encounters Stoneman who has 10 pd/ed and 10 PD/ED armor. According to the rules, Stoneman has a total of 20 pd/ed …
Last reply by Dust Raven, -
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Ok... another braindump here, as a number of threads about END have kept my brain percolating. This is something of a Mechanics level change, blurred with Game Rule level/genre emulation... so bear with me. END - Currently a regulator for characters, in both game play and character creation elements of Hero. Buy a character with just basic powers, END cost will limit their effectiveness and becomes a book keeping PITA (pain in the a$$). If you have a level of Hero savvy, you know to buy many powers like movement and defenses to reduced or zero END, which regulates where you spend points in character creation. Result - while it is useful to see END as a ga…
Last reply by RDU Neil, -
- 34 replies
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On another thread we were chatting about the fact that, although characters often have several attacks, in practice they usually determine which is most effective in a given situation and pound away with that as hard as they can. It seems to me that is because that is the most efficient way to win a fight in the game: you find your most powerful weapon for that situation and bang away with it until someone falls over. That is not how 'real' combat works. Take someone with a range of martial arts attacks. Going one on one against an opponent, it is a huge advantage to have a lot of manoeuvres you can use and to vary the techniques that you try. If you are cons…
Last reply by proditor, -
Heroes! What do you think about making a stress parameter? As your stress becomes too high, you suffer penalties to all rolls: attacks, skills, PER, and so on. Maybe it can make play more interesting, but I want it to be simple. Does anyone have any ideas? I'm thinking of something like Long Term Endurance rules. The group has been in a cave for 5 days. On the same day, the character had a severe encounter with a Psychological Limitation. A character made a big mistake or failed a roll that was very important. A DNPC or Rival is involved. You want to hurry up with the mission because you have other plans. Cheers!
Last reply by Lord Liaden, -
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I have a question that I want to have your oppinion on. A NPC in my Champions campaign (Tachyon) has the following power: Aportation: Teleportation 12", Ranged (+1/2), Usable As Attack (+1) (60 Active Points) Would you allow this power to be used as a limited form of Telekinesis, and if you do what kind of Telekinesis would you allow? For example, would you allow the press of a button?
Last reply by zornwil, -
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Let's say I have something like: Major Transform (living creatures into [whatever]), Area of Effect (e.g., Radius or 1 Hex with MegaScale). How do I build this power to enable it to affect creatures in several buildings at once (or in several rooms/floors of the same building separated by walls/doors)? There's Indirect but if I read it correctly, it just changes where the power comes from, meaning it can hit targets inside one building but not in several buildings at once (assuming there are walls/closed doors between them). I think adding Autofire is an option, but IMO that'd get a bit complicated for bigger powers. I also looked at Penetrating, but it…
Last reply by zornwil, -
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Just an idea I had.... I was recently reading a thread on the Champions forum discussing the application of "Costs END" to Damage Reduction to allow it to be added to an Elemental Control. Current "By The Book" rules: A power with normal END costs can take the Advantages "Reduced END" (+1/4 for half END, +1/2 for zero END) or "Costs END Only To Activate" (+1/4) A constant power that costs 0 END can take the Limitations "Costs END" (-1/2) or "Costs END Only To Activate" (-1/4). A power that takes the Limitation "Costs END" cannot also take "Reduced END". Why not add another option for 0 END powers? "Costs Reduced END" (-1/4) Just figure the END cost as …
Last reply by zornwil, -
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Re: Von D-Man's Character Depository This should be bumped, maybe others could add along these lines. A character I haven't played in many years is the Urban Druid, my first character. I'd have to dig out my old, cheesy (lierally) write-up of him to post. That and Pure, originally an NPC villain concept (South African white supremacist of indeterminate gender, first called Lilywhite) but evolved into a character of interest for me (a morally near-pure person with powers based on that purity, but not someone who is overtly preachy or even excitable). I have gotten to play her a little in a campaign on-line but that campaign may be going into suspension rig…
Last reply by zornwil, -
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Zornwil's "Scalability Notion" thread got me to thinking, and I thought this might be worthy of discussion in its own right. At what point does a character concept become unrecognizable due to XP? Is there a point at which the character is no longer able to adhere to his original concept as he progresses in XP. Are certain genres and/or character archtypes more or less susceptible to this problem? Is it a problem at all? In D&D's fantasy setting characters seem able to progress in some classes almost infinitely, and a 20th level fighter is probably more than a match for 20 1st Level fighters. Would be possible in a superhero game? Or would any super simply have e…
Last reply by zornwil, -
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I'm wondering how you folks would go about simulating the martial arts staple of two people fighting together, clasping hands and swinging/whipping each other into bad guys for extra velocity/damage? Naturally this would require a teamwork roll, but I was thinking of adding 1/2 the "thrower's" STR to the damage of the "throwee's" attack. So, what ya think? SAW
Last reply by Dust Raven,
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