HERO System Discussion
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- 6 replies
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50 Multiform (350 Character Points in the most expensive form) (Instant Change) (75 Active Points); OIF Unbreakable (The Belt of Orion; -1/2) It is a standard 350pt. Campaign. I am not so concerned with the charactrers power level as that the power is correctly written. Thanks QM
Last reply by Bloodstone, -
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OK, I'm trying to create an Aikido master/ pacifist. He never hurts you, you just hurt yourself when you attack him. He's a very "one with nature, mystic, old wise one" type guy. Once again my grand ideas are limited by my fairly loose hold on HERO mechanics. Thus I turn to the boards, yet again There are a couple of effects I'm trying to replicate here. 1. The harder you attack the more the damage shield hurts. "Use their own strength against them" The SFX is turning their punch back into them or some other martial move. Obviusly wont work for ranged attacks. 2. Aikido has a lot of block into takedown moves. Is there a way to link martial moves or a…
Last reply by greymankle, -
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I have a character who can sense ch'i through all of their senses. If it would be visible (nothing in the way), it is. If it could be smelled (not upwind, no overpowering odors), it is. If it could be... well I think you get the idea. Each and every sense can pick up ch'i if it would be "normally" sensible. At the moment, I'm parsing this out as: Sense Ch'i: 12- (no Sense Group), Increased Arc Of Perception (360 Degrees), Sense; Ch'i is sensed as if through other senses (+0) ... since I figured, if it's not specifically any sense, why can't it be all of them? Now, it can be Flashed out, both specifically (Ch'i Sense Flash) and through each sense, though in…
Last reply by OddHat, -
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If a character is invisible and they want to do a haymaker on someone, when do they become visible? After their attack roll or when on the next segment when the attack goes off?
Last reply by prestidigitator, -
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Hi Everyone, Just wondering how you would simulate this power in the Hero System - the character is an "elastic man" and is able to travel great distances in a short period of time by bouncing off surfaces (like a ball). I was thinking originally Superleap with disads but then thought that this sounded more like flight with a disad of (something like) "must touch a surface every 10 hexes"...A turn mode disad may also be required. What do you all think? Are there other advantages/disadvantages I need to consider? Thanks
Last reply by prestidigitator, -
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.......And I didn't even get a lousy T-Shirt. I've been a member of the forums for some months now, I've spent way too much money on HERO products. I've even had a stab at creating characters, powers and equipment. But until the weekend I had never actually rolled dice for HERO. A friend of mine has been a Champions/Hero sytem fan for more years perhaps he'd like . He's been showing me bits and pieces of the system and helping me with builds, heck, he's the one that got me into this and cost me a fortune. I was at his house at the weekend and he got out a battlemap and a ridicoulous number of D6, we grabbed some sample characters from the books and we…
Last reply by shem_whistler, -
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Hello, I've been away for more than three years. I had given up on Hero. However, I've been getting the urge to run supers again and just can't get myself to run SAS. I have too many fond memories of Champs. So I'm rereading the rules and had a couple of questions. I've posted them on the 5th edition Rules questions with Steve Long, but I'm not sure if the second one is really clear. Did I miss the boat on that description? Is it much more straight forward than I'm thinking? Thanks. I'm also posting questions as they come up. I just don't have the patience to wait and find out my question is answered about 400 pages into the text. But I appreciate your patience…
Last reply by Simon, -
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Howdy! I have noticed, and blindly used, that a number of speedsters have the disadvantage "Unexpected Collisions." In your games, what would constitute an unexpected collision? Obviously if the character actually ran into something, it would count. What else would fall under the disadvantage? Would knockback count? Damage when performing a move through? Damage from a move through? Damage from being thrown? I may just be thinking about this too hard.
Last reply by Silbeg, -
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So, I want an Invisible Woman type character to be able to deflect BIG attacks, but any way of using the Missile Deflect mechanic is outlawed by the FAQ. This leaves only Force Wall or an Entagle wall to do the job (a big Dispel or Suppress might do the job as well). So, setting aside the "you can't always get what you want" arguments about Steve's ruling, how come you can't buy Missle Deflect with an equivalent level of AE for the sole purpose of swatting big villain bombs out of the air? This makes no sense to me right now.
Last reply by prestidigitator, -
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Long request-please read all before angry replies begin to fly. Ok, heres one that a GURPS player that I am bringing over to the dark side...er to the way of clarification and true "Universal Roleplaying in one book," has asked me. If this is answered in another thread please post the link. I looked and didn't really find anything that fit. The character (Anastasia) has a forcefield that she can place on others in the group(yep, you guessed it, COH port ). The FF is 0 End, and is on until she is knocked unconscious, at which point it gets, well, different. At that point the FF gains an ablative activation roll that goes down with every one of Ana's normal …
Last reply by prestidigitator, -
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This evening I got into a discussion with someone else about how almost all female characters in RPGs have either insanely high COM scores or high CHA scores (for games that use Charisma). He said "no way", and then checked the closest book he had at hand (Wheel of Time RPG), and the AVERAGE female character in that book had a 16 (in a system that only goes to 18), with a range of 14-19. So we checked Classic Enemies. I didn't run the numbers but most of the female characters were near 20, none were under 10, not even the ones who had being unnattractive as sort of part of their background. So, we thought "Maybe it is just superheroes". So I decided to run the n…
Last reply by ross_winn, -
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I'm trying to make a character for possible play under fifth edition rules, but don't want to pay $50 until I'm sure I will play the game enough to justify the purchase to both myself and my wife. I have found a copy of fourth edition as well as Sidekick to use. I'm sure that somewhere somebody has a handy conversion guide for 4->5, but I haven't found it yet. Could anyone give me a hand? Anaxphone, TIA
Last reply by ThealaSildorian, -
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Howdy! In Spiderman 2 we saw spidy do some pretty neat things that I wish to replcate. However I am not quite sure how I would go about doing it. In one scene police car jumps and goes crashing towards some innocent people. However it is stopped in mid air by a web. How exactly would you perform such a feat in the HERO system? I am thinking a build using Telekensis with 40 Strength usuable only to stop/catch moving objects. Though I am not sure if that is the best way. In the train sequence Spiderman catches some people as he is swing and tosses them into a web that he makes. Catching them is obviously a grab and toss manuver. Hoever how would one sim…
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Hi. This is my first post on Hero's forums, so if this is a redundant question, please forgive me. My gaming group and I are returning to champions after nearly a 10 year hiatus. My question is how compatible is 5'th edition stuff with the 4'th edition rules? Right now I just don't have the extra money to purchase the Hero 5'th edition for $50 as well as the champions supplements. I plan on purchasing the Champions supplements, but I want to stick with my 4'th edition core rule book. I does say in the foreward of the 5'th edition corebook that not much has changed from 4'th edition, it has just become more streamlined, so does this mean I can still use my 4'th ed. coreb…
Last reply by Lord Liaden, -
Has anyone else felt that Flash might just be a little unbalanced? It seems, perhaps, too easy to remove a character from a battle with this power. Now, I am much happier with the balance in 5E/5ER than 4E (50 points of a power being nullified by a 5pt Defense was ridiculous!) Now, I am not talking about small flashes (the 2-4D6 Flashes that many agents will use), but the big, main-power flashes (10-12DC). The small flashes are easily nullified with small amounts of Flash DEF (how many characters have their 5 Flash DEF Ray-Bans these days?). The big ones, though, can be nasty. This is particularly the case when the Flash hits multiple senses... specifically Sight and…
Last reply by Fox1, -
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I'm relatively new to the Hero system, and as I slowly plow through the main rulebook I decided to model myself as a character, to get acquainted with character generation and Hero Designer. While doing so, I realized that the STR minimums for various weapons are _much_ too high. For example, the STR minimums given in Dark Champions for the Colt Detective Special, M1911, and CZ-75 are all 9. My STR would be 5--that's the easiest characteristic to determine, thanks to the handy chart of lifting capabilities. However, I know from considerable personal experience that I have no trouble using any of those pistols in either hand, or in a two-handed grip. (Also, the Detect…
Last reply by prestidigitator, -
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Howdy! I am a GM and I have reached a difficult decision. I have checked the rules FAQ and find that it has conflicting rulings on this issue so I come to the HERO boards to get opinions and advice. In my game the players have discovered the tactic of grabbing an enemy agent and hurling them into another agent. This happened during my last session and I made an quick ruling that it would require a second attack roll to hit the other agent. However, after I read the rules FAQ I noticed that it stated that technically you could not do that since your first attack (the grab) ends your phase. You could throw the agent into the ground and do damage buit could no…
Last reply by RDU Neil, -
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Another “How would you do this?†question for you to ponder on! In my supers campaign I have a bunch of Celtic myth based characters, with some Celtic myth style abilities. There is one ability I am having difficulty modelling, the Gesa (it has several variant spellings). The Gesa can take several forms, and are usually good or bad for the character. Bad Gesa can usually be easily modelled by using disadvantages (Psychological or Social Limitations, or Vulnerabilities) due to their form, ie, ‘Must never drink alone’, ‘Must never start a fight’, ‘Must always wear blue’, ‘Must always eat outside', ‘Must always give shelter to anyone that asks for itâ…
Last reply by Static UK, -
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When positively adjusting expendable characteristics like END, Stun, and Body, if the character loses those stats during the course of combat, how do you adjudicate the fade rate for the adjusted portion? This may be easier to explain through an example. Let's say Medic has Aid with a 5/turn fade rate. Medi Aids Strongman by giving him 30 points of Stun, then Strongman person loses 10 points of Stun in the fight. At the end of the turn (post segment 12), how much (if any) Stun is Strongman supposed lose? Does he lose five stun? Does he not lose any since 10 stun was lost in the fight? Also, would these rules apply to Absorbtion? Using the same numbers,…
Last reply by Vondy, -
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See what you think of this Advantage: Maintainable (base +1/4) Any Power that takes this Advantage must already be Uncontrolled, either though the Uncontrolled Advantage, Continuous Charges (which additionally cost End), or by equivalent inherent properties of the Power. For the base Advantage of +1/4, the controlling character may add End to the duration at any time before the fueled Power turns off. In addition, for the End cost of activating the Power, the character may behave as if he were maintaining it without the Uncontrolled Advantage for the current Phase (this can be done as a Free Action, but this End that allows the character to temporarily control…
Last reply by prestidigitator, -
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Howdy, folks. Question for you.... You can not use missile deflection for hth attacks: why? Recent situation came up where The Scarab was using his shield to deflect some bullets and a villain half moves up later that phase and hits him with a club. The Scarab wants to deflect this too but the rules say no. I let the character get away with it at the same penalty as if it had been another missile deflect, but wouldn't it make sense to have a 5 point adder to the power that lets you deflect hth attacks too? It just makes no sense to me that, if you can get the shield in the way of a bullet you can't then get it in the way of a club...
Last reply by Vondy, -
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OK, you have wind powers (SETTLE DOWN AT THE BACK, IT ISN'T FUNNY!), and you use this gust of wind as your main attack. It is basically an area effect double KB EB. Fair enough. Now Gas Master (LOOK, IT ISN'T FUNNY!) unleashes his deadly air-borne toxic cloud, and you attack you, The Windy Warrior (OH, I DESPAIR) hit him with your gust of wind. Now it is logical that you should disperse his gas cloud, but being an unimaginative lummox, he hasn't bought that particular limitation. What do you do? You can either apply common sense (the gas is dispersed, or at least spread around a bit) or you can simply say Gas Master goes flying but his cloud is unaff…
Last reply by prestidigitator, -
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I am a long time Champions player (since Champions II). I have been running a 5th Ed. campaign on and off pretty much since 5E was released. I haven't gotten around to buying 5ER because we are having a pretty good time as it is (that and together we own 5 or 6 copies). We recently switched GMs and I am getting a chance to play. The new GM informed me Multiform was now a Special power again (which messes up my admittedly overpowered build) in Revised. I realize his word is final but am curious if this is, in fact, true. I lurk here from time to time but don't remember reading about this change. I plan on picking up a copy of 5ER because that's what the new GM wants to run…
Last reply by Doc Samson, -
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Got a very clever character and only the unrevised Hero System 5th edition book. Here's my problem: It seems to me that buying the following limitaton "Concentration only for activation -1/2" on a constant power and then buying the power to 0 end is a WEAK CHEAT. Heres what I mean: CONCENTRATION ONLY FOR ACTIVATION FOR A 0 END POWER EXAMPLE: USE THIS DISAD FOR ALL YOU POWERS: Concentrate in the morning to turn your powers on and then never turn them off. You bought them to 0 end, so why not? (Well IMHO because then you are never affected by the 0 dcv while concentrating except for that 1 phase a day that's why!) Mind you, the player has to concentrate agai…
Last reply by Dust Raven, -
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Howdy! In Gadets and Gear they provide us with a Questionite Shield multipower. Now the question I have is as follows: Protection II is defined as an "Armor Power" granting PD and ED. Normally shields only protect agianst attacks from the front, so would the questionite shield only provide this protection to attacks from the front because it was defined as a shield? Or would you need to also add in some disad to represent that?
Last reply by Fox1,
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