HERO System Discussion
13,255 topics in this forum
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Tetrodotoxin 1 2
by Dust Raven- 37 replies
- 177 views
For those unfamiliar with this particular venom: http://www.kingsnake.com/toxinology/tetrodotoxin.html What I'm trying to simulate is a variant of this potentially lethal toxin. The effect I'm looking for is simple but total, near instant paralysis of the target. The delivery system is a dart, either thrown or launched from a blowgun or dartgun of some sort. Options could include a slightly delayed effect (might take a few Segments or a single Phase to take effect) but instant works just fine. The methods of becoming un-paralysed are undecided. Logically, it should just wear off after time, or be immediately negated through the use of an anti-toxin, bu…
Last reply by Dust Raven, -
- 4 replies
- 44 views
The White Wolf systems have a pretty neat approach to Skills ("Abilities"). They aren't based on Characteristics ("Attributes") right off the bat, but are rather paired with them at the time of use, in whatever fashion is appropriate for the situation. It seems that this could be a very easy adaption for Hero. Consider the following option: Skills are no longer based directly on a Characteristic roll. They should instead be thought of as bonuses to a Characteristic roll. For the initial cost of the Skill, you get a +0, and the cost to increase it is as normal. For Familiarity, you get the ability to attempt any roll involving that skill, but it is at a -3. …
Last reply by Dust Raven, -
- 8 replies
- 72 views
A character in my very High fantasy game wants to by Clairsentience, Retrocognitive only with tracking and based on his location. So he can anyone he's ever met by seeing where they went in the past, but only based on his location. How would you build this?
Last reply by prestidigitator, -
- 0 replies
- 74 views
Will it be tech heavy? Will it have 'write-ups' for even mundane equipment like tents, lanterns and tinderboxes (something I gave up on)? Can we get a rough estimate regarding how much of the book is dedicated to each sub-genre (Fantasy/Modern/Near-Future/Space)? Will non-human/non-earth/extra-dimensional tech be included? (although the alien tech is well covered in the Spacer's Toolkit) Although a separate 'Enchanted Items' book is planned, will there be any in the HSEG? Have these questions already been addressed? (If so, I apologize) I'm excited about it, it will certainly be my next purchase) BTW, can we get a more specific ETA for the Combat…
Last reply by Labrat, -
- 3 replies
- 34 views
Been looking through the 5ed rev book and tried to locate a Power Modifier called Piercing that was present in earlier editions. I thought it had gone by the wayside when it wasn't mentioned in the big book, but having seen a reference to it on the Dark Champions forum I was wondering where I can find the write-up for this ability. I would presume it is one of those things that, like Instant Change, has now been bought as something else (Suppress Armour, perhaps?) with appropriate modifiers. If anyone could provide sage advice I would be most helpful, as there does not appears to be any references to Piercing (as a Power/Power Modifier anyway) in the HERO volumes I …
Last reply by Edsel, -
Mine isn't the normal one about EC, END, skill break due to Characterist/9, or any of those. Mine is that 5e is full of suggested rule exceptions. Just jammed packed with them. Examples: no modifier for pulling punches, UMA's statement that you can consider MD and Block extensions of each other, etc. This doesn't count the actual rules with an Optional Header (Hit Location, etc.) Sadly there's no list and so there's no good way to tell people up front what optional rules and decisions you have in use. Most of them are buried in the text. Whine. Ok, you're turn. No debate, just the single most whine thing about HERO. If I get enough maybe I…
Last reply by Viper3220, -
- 13 replies
- 33 views
Since this is more of a "How would you do it elegantly?" question than an "Is this technically correct?" question, I decided to save Steve the work and start it here. I have a character with a rather large END Reserve (at least 120 at the mo'), and a very tiny, very slow Recovery (1/10 minutes, or 6/hour). Also, the Reserve "leaks", by which I mean END points fade at a rate pretty close to the Recovery rate (1/12 minutes, or 5/hour). There is a reason for this; the character has a number of interesting abilities powered by thie End Reserve, and I don't want her to bounce around using them all the time. Or rather, I want it to be a real decision to spend the energy to…
Last reply by Lord Liaden, -
- 5 replies
- 61 views
I really don't like that Running has absolutely no Turn Mode unless it takes a Limitation or is bought for a vehicle. I'd really like a different rule, and for lack of something else, I am going to fall back on a physical model. So here's my idea: It takes force to accelerate, decelerate, turn, or change direction in any other manner (okay, all changes in direction or speed are technically accelerations, but we manage them in different fashions, as I point out below). Turning takes a centripital force to balance the centrifugal, "force," which is inertia's tendency to keep you going in a straight line. Fortunately, we often take advantage of properties of our…
Last reply by Sean Waters, -
- 22 replies
- 147 views
Someone recently posted a question about some official power where Hero Games had used summon to replicate a Darkseid-esque tracking projectile that could be outrun. This got me to thinking, and subsequently to scribbling away in my little Hero notebook. The result seems disproportionately powerful, with only a couple drawbacks: Summon: 50pt missile, x16, +1 Slavish loyalty (willing to destroy self, and it certainly will) 60 active points (10 for 1 missile, + 20 for 4 doublings = 30, at +1) 1 STR -9 1 DEX -27 1 CON -18 1 BOD -18 1 INT -9 1 EGO -18 NA PRE NA (automaton) NA COM NA (ditto) 0 PD 0 0 …
Last reply by Dust Raven, -
- 22 replies
- 70 views
How do you stop a character you are engaging in combat from disengaging and walking around you to pulverize the princess/DNPC/puppy you are protecting? Other than holding an action, there doesn't seem to be a way from stopping the non-sensical, but rules legal action of a character involved in a fight from walking past his attacker in a later phase to attack someone or something behind them. DnD 3.X had Attacks of Opportunity, one of the more difficult rules to completely grasp because it had so many "and...if" clauses, but it still made a lot of sense in use. Is there any way to do that in Hero, short of just cludging it? I am familiar with the Interpose rule…
Last reply by Inu, -
- 8 replies
- 45 views
Read this. Short answer: Play the game, have fun with it, post your play report. Post it to places like RPG.net and the Forge. Short version of the thread to which I linked: some publishers can track increases in sales to individual postings.
Last reply by Chris Goodwin, -
- 20 replies
- 133 views
Howdy all, I'm trying to figure out how to build a Fear power that would be resisted by Ego, but would result in a penalty to the target's OCV/DCV. Essentially, the target would be shaken by the Fear attack. I could build this as a Pre attack, but frankly, I hate the Pre attack system. I don't think it reflects, mechanically, the impact of terror. So, how do I go about building this? Cheers!
Last reply by Susano, -
- 10 replies
- 53 views
Ok, I was thinking about Drains in a FH context, namely Undead based draining attacks. Looking at the Wraith stats in the MMM book, they have a power called Wraithtouch. this is a simple Body Drain. As written, it can apply to characters and physical objects equally, so the Wraith can zap a living creature and then burn a hole in a wall (not that it needs to, but you get the idea). Now, if a PC were defining a power with the SFX of a Negative energy drain, is this something where one should assume that the SFX won't allow it to work against inanimate objects (like one assumes poison based drains don't effect things without a metabolism, even though they aren't bui…
Last reply by Dust Raven, -
- 20 replies
- 50 views
For my StarWars conversions, in another thread,http://www.herogames.com/forums/showthread.php?t=30536, I'm running inot a little issue. In modeling the Sith's ability to hide their presence I decided invisibility is the right choose, for obovious reasons. It'll be simply that they'll make their force attuned nature invisible. Force Attuned comes with a Distincive feature (convieniently enough) called force attuned. This feature can only be sensed through a special sense, "Detect force". If I make the Distinct feature non-disguiseable, would that imply that you couldn't make it invisible, or does the power over ride the disad. Or should I simply say that it's disguisa…
Last reply by prestidigitator, -
- 5 replies
- 84 views
How would you write up a character that gets psychic "hunches" just little flashes of intuition that point them in the right direction, such as a "bad feeling" about a particular person/area or thing or a sense that they should go in THAT particular direction. They really don't get an real information from it just a small clue. The power sfx is limited psychic awareness
Last reply by prestidigitator, -
- 24 replies
- 40 views
The idea has occurred to me that I might run a HERO game with a strange sort of game-balance, or in this case, actually a “game-imbalance.†The concept is that you have these super-natural beings who are “awakening,†but I also wanted to have “normal†humans along side them. Due to the power of the “super-naturals†there would be a point gap between them and the normals. The fact that PCs are normally built on the same number of points could be a problem to setting up this kind of game. My solution would be to focus of the “awakening†part of things. These super-naturals don’t start off with any of their abilities, but instead “wake up†wh…
Last reply by Warp9, -
- 17 replies
- 70 views
Okay, I've decided to allow one of my characters to have two EBs with Variable Advantage +1/2 and Variable Advantage +1. So he was wondering exactly how these are used so I started to give him examples. Then I came to Autofire and I paused. One of the powers is written up EB Xd6; Reduced Endurance (0 END; +1/2), Variable Advantage +1/2 (+1) So can it even to Autofire? Autofire says that Reduced END costs twice as much, but the Power already has Reduced END, and there is no way to double the value of it. Can it still take Autofire anyway? (My gut feeling on this is to allow it, but...) A similar question for the +1 Variable Adv EB. Since Autofire costs an ad…
Last reply by Dust Raven, -
- 7 replies
- 433 views
One of the dire warnings in the big book is to look out for abuses of RSR, where the player buys up his skill high, and gets a bunch of powere with RSR. Why not just do activation rolls and avoid the whole mess? After all, the point at which a skill is too high is awfully hard to define. If a mage has a skill roll for all his spells, and he buys an 18- with that skill, then his spells with low active point totals will activate on an 17- and his high active point totals will activate on an 8-. So for one power it was limiting (in fact, worth far more than a mere -1/2), and for the other it wasn't. Whats the advantage to using RSR over just activation roll?
Last reply by Dust Raven, -
- 2 replies
- 29 views
I am new to Hero system and would like to play, but cannot find the Hero system book or champions. The online store always seems to be sold out. Are there any other websites where I can purchase these books?
Last reply by scythe14, -
I have a character that can transform into a demoness. She has a secret ID disadvantage and an extreme distinctive features disadvantage when she's in HID. The power to turn into a demoness is supplied by a magical IIF artifact she carries. However, some of the powers the artifact grants (notably, characteristic bonuses) are available when she is not in demoness form, while others are only available in demoness form. It takes her a turn to change forms. She has 2 relevant power sets (plus a third for some minor street-level gear.) The first is full of powers that have no visible SFX and have the limitations IIF (-1/4) and Not on Holy Ground (-1/4). The second batch a…
Last reply by Zed-F, -
- 17 replies
- 63 views
This occurred to me in a Dark Champs/Heroic level discussion. I wouldn't really think about this for Supers at all... What if Armor turned a KA into a Normal Attack. Example: Shoot a character with a 1d6+1 RKA (9mm pistol). If they have a bullet proof vest... it doesn't add defense... it just changes that shot into 4d6 normal damage, which they apply their PD against. Take a few stun, likely no body, done. The beauty of this is that you simply would look at the rDef of the armor, compared to the DC of the KA. So for a vest to stop a 9mm as above, it would have to be 4 rPD at least. 4 Def vs. 4 Killing DC. If you had a vest of less than 4, may…
Last reply by Brother Jim, -
- 4 replies
- 49 views
Is the Ultimate Martial Artist out of print? It's listed as "available now" on the products page, but the only copies available in the online store are damaged, and it looks like Stiggybaby (my normal source for online RPG purchases) doesn't have it either.
Last reply by khagler, -
- 9 replies
- 57 views
In GURPS it's easy, base points [minus] disadvantages [equals] character's point total (meaning you have base points [plus the absolute value of] disadvantage points in positive abilities). If Hero is similar to GURPS in this regard, then a 50 base points/ 50 disadvantage points character should have 100 points of positive abilities. In Hero 5ER, I have yet to see any correlation to disadvantages written on the character sheet and so-called "extra points" gained by them. Maybe I've been playing GURPS too long or maybe the text in 5ER just isn't clear enough for me on the subject but can someone explain to me how disadvantages give you extra points in Hero and how they …
Last reply by prestidigitator, -
- 22 replies
- 126 views
Have very many players in the experience of others on the board taken -0 limitation or zero point disadvantages just for flavor?
Last reply by Supreme Serpent, -
- 6 replies
- 57 views
Please review these Succor Constructs: 24 Rage-Augmented Might: Succor DEX, CON, BODY, EGO, PRE, SPD, REC, END, STUN, and All Attack and Movement Mutant Powers 4d6 (standard effect: 12 points), Can Add Maximum of 12 Points' Worth to each Characteristic or Power (+0), Reduced Endurance (0 END; +1/2), Trigger (any affected Power fades below maximum) (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; +1), all affected Characteristics and Mutant powers simultaneously (+2) (90 Active Points); Self Only (-1/2), Side Effects (gives the character the Disadvantage Enraged In Combat, go 14-, recover 8-, and …
Last reply by Wanderer,
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