HERO System Discussion
13,255 topics in this forum
-
- 3 replies
- 320 views
Per the normal rules, a Scientist (for example) who buys a Science Skill must still spend at least 1 point on it, but for that one point, he gets an 11- roll instead of an 8- roll. However, I'm wondering about characters who have a smattering of lots of Skills. Do you all think it would be abusive to allow a character with the appropriate Skill Enhancer to purchase two 8- Background Skills for 1 point (instead of one at 11-)? Why or why not?
Last reply by PhilFleischmann, -
- 2 replies
- 103 views
Hello all, I was toying with having a character be able to abort an action to recieve damage reduction vs. an attack. kind of like rolling with the blow. Manuevers have allways been a mysterious, scary thing to me. Is this possible, or is it something only do-able with modifiers (maybe a -1, only when aborting to dodge, or something along those lines....)? Also any ideas on what the limit would be to take knockback in a campaign that doesnt use knockback? I think that would be another appropriate limit for the ability.
Last reply by Old Man, -
- 15 replies
- 399 views
I'm planning to convert some Aberrant characters to Fifth Edition, basically as an excerise. I was wondering if there are any guidelines for this or does anyone have any suggestions?
Last reply by Bengal, -
- 6 replies
- 69 views
My girlfriend posed a question to me last night. She asked how would you simulate Rogues ability to Drain someone, then gain there powers. My reply was that I thought it would be an END Drain (as they get all weak and stuff) linked to a Variable Power Pool. Is this even remotely the way to go? Maybe with Variable Side Effects, like in the movies she gained Wolverine's bad temper (PsychLim type side-effects as well as physical). The limitations would that you have to use the Drained persons powers in the VPP only, for a certain duration. Is this even close or am I waaaaaaaay off? -=Grim=-
Last reply by Chris Goodwin, -
I'm about to get the game (Champions) and was wondering how many and what kind of dice are needed for a new player. I have someone who played a long time ago to GM, but he doesn't remember that far back as far as dice go. Also...if I get Champions book first, what would you recommend for my second book when funds allow?
Last reply by TheEmerged, -
- 15 replies
- 238 views
Hey all, What would you guys give for this disadvantage(which I'm applying to a laser sword concept)? It slices real good, but it generall cauterizes the wound almost immediately, so looking at no STUN damage here. Thoughts? Rob
Last reply by Pattern Ghost, -
- 12 replies
- 161 views
FrEd adios'd skill packages, that were weak to begin w/. I find that making a skilled character to be far less effective than a superpowered character. This mainly concerns Champions, but other genre's are still affected, albeit less so. EC's and multipower give bonuses... and MP gives a big one! to buying powers on the same vein, or usable one at a time. There is very few things in the rules like this that applies to skills. Currently, we have Traveller, Scholar, and Scientist that I can think of w/o cracking the book. However, there is no incentive for a character to spend 3 points on a KS of ninja's, instead of adding a 6d6 Flash ultra slot to his multipower …
Last reply by zornwil, -
- 7 replies
- 173 views
I'm currently tryingto build some vehicles from the old GDW game 2300AD using the Ultimate Vehicle. Many of the military vehicles in 2300AD are duct-fan hovercraft (there's no anti-grav in the setting), with limited jump jet capability to enable them to clear certain obstacles. The in-game limitation on the jump jets is that they use fuel 10 times faster than ordinary hovercraft mode. Now, the obvious way to build this is to buy a power system (fuel cells and MHD turbines are common in the setting), make Running and Swimming cost END, and buy some Flight with Increased END Cost at x10 (a -4 limitation). However, I'm wondering whether this is not a rather me…
Last reply by Killer Shrike, -
- 2 replies
- 149 views
Hi. I was working on developing a character that can generate telekinetic 'blades' to damage things. But I'd like her powers to be 'restrainable' to an extent. The way I conceptualized it, was she can hurl or generate the blades from her hands and feet, but no other places. She also would have to use her arms or legs to point at the target and aim. Would gestures be appropriate for a power like this, to simulate if she is entangled or held, the power wouldn't work, since she can't aim the power? Or would this be something else? She could fire it...just not at what she might want? Any help you can give, would be appreciated. Thanks. Ragdoll.
Last reply by Agent Chains, -
- 13 replies
- 153 views
OK, Im looking at the College of Time Magic in the 4th edition FH Companion II. Theres a spell that does a 3d6 Drain against Speed, effectively slowing time around the target. My question is this: the average character in Fantasy Hero has a 2 or 3 SPD, so is it correct of me to assume that the Drain affects decimals? Like a 3 SPD is a 3.0 for the purposes of this spell, and thus a 7 rolled lowers the target to a 2.3 SPD? Cuz a 3d6 Darin wouldnt even need to be rolled otherwise, but I dont see any ruling in the book, so I want to make sure... ..am I correct? -=Grim=-
Last reply by farik, -
- 7 replies
- 161 views
Trying to design a character, thought I'd look to the boards for advice. He's a cosmic energy character, his main powers being built into a Cosmic VPP. The idea of what I want to do, is make him a body snatcher, which I wanted to do in 2 parts. 1.) He transmits cosmic energy into the character. This is a major transform (8d6). 2.) He transfers his "being" into the new body. Then he'd go off into hiding, his old body rot, and his new body "resting" up to regain it's strength and get stronger with this new cosmic energy. Anyway, my question was, suggestions on the second power? Should it be a transfer? Another transform? Maybe some kind of…
Last reply by zornwil, -
- 15 replies
- 192 views
I've been roleplaying for ten years, but I'm new to the Hero System. I think I've got a grasp on how the system works, but one thing that still perplexes me is understanding what the ratings in the various characteristics represent. Strength ratings can be easily understood because they define how much a character can lift, but what about other characteristics? What would the relative DEX ratings be for, say, a professional athlete, Batman, and Spider-Man, respectively? How would you determine such ratings? Most of the RPGs that I've played include guides to understand what each rating in a characteristic represents, but the Hero system lacks such descriptions. …
Last reply by zornwil, -
- 14 replies
- 263 views
This cuts across genre lines, so here it is. What kind of disadvantage, if any, would it be in character creation when two characters of the opposite sex are attracted to each other, but conceal it from themselves trhough such tactics as criticizing everything the other does, bickering constantly, and teasing each other relentlessly? The thing is it is patently obvious to everyone except the two people involved that they are a pair who will be together, merrily bickering, for life, and that the right circumstances is the only thing required to transmute their rivalry itno the sort of white-hot passion that reshapes entire lives. The thing is that no matter …
Last reply by Fenixcrest, -
- 19 replies
- 191 views
Okay, so the polls have told us that our "Supplement By Committee," The Ultimate Disadvantage, is to be organized by time of application, with each Disadvantage addressed within each of the three main chapters (Character Creation, Combat, and Campaigning). Now it's time to see what sort of ideas we can come up with, one Disadvantage at a time, starting with Accidental Change. The ideas I can come up with right off the top of my head are these: Expanded notes on the dynamics changing back. The possibility for "partial change" under the right circumstances. Options for defining the extremeness of the change (physical, mental, or both). Any other ideas? …
Last reply by Hugh Neilson, -
- 5 replies
- 140 views
This could be fun. Or, it could fizzle out after 5 posts and never be heard from again... Pick an everyday, normal item and put stats to it. Post it, and let everyone try to figure out what it is that you've created. Its the Hero System Game Show. I'll start. This is one item (one Power with two other Linked Powers). Drain INT 1d6, Delayed Return Rate (points return at the rate of 5 per Hour; +1) (20 Active Points); 6 Charges which Never Recover (-2 3/4); 5 points Drain DEX 0 1/2d6, Reduced Endurance (0 END; +1/2), Delayed Return Rate (points return at the rate of 5 per Hour; +1) (12 Active Points); Linked (INT Drain; -1/2); 8 points Aid C…
Last reply by Richard Logue, -
- 80 replies
- 638 views
This is a tangent arising from the Rapid Fire thread (don't worry - it starts here and you don't need to weed through that thread to get the background). The background comes from the drawbacks of Rapid Fire and Sweep - you're at half DCV and it costs your full phase - which some believe discourages its use (and rightly so - there must be some offset to the advantages). One comment was that these aren't so bad if I hold my phase until DEX 1 (or zero, or "how low can you go"), use the Rapid Fire maneuver, and then abort at the start of the next segment, say to Dodge. To me, there's a lot of metagame thinking to that, which sits poorly. This action should take y…
Last reply by tesuji, -
- 4 replies
- 166 views
Okay...this has always perplexed me. Of what practical worth is Stealth...and how is it different form Shadowing? I know Stealth can be used in combat, but most combatants aren't hidden...so I can't see this being useful. Help me out here. Let's say....hypothetically...someone had a great Stealth roll. What kind of things would...or could...they do? I have a player with Stealth...and right now...I have no practical advice to give him on it's use. Any help would be greatly appreciated. Rob
Last reply by Blue, -
- 7 replies
- 201 views
Does anybody have any ideas for running a Shadowrun-like Cyber Fantasy setting? I enjoy the Shadowrun world but Hero is the only game system for running a game IMHO. Do you just combine Fantasy Hero and Star Hero or are there any other products or sites that could help with this?
Last reply by glenrm, -
- 18 replies
- 201 views
Got a question. Let's say I throw requires a skill roll on my entire VPP, all sub items included. So when I use an item in the VPP, I have to make that skill roll. But I can also put a required skill roll on *just* the VPP itself, not including the sub powers. In this case, do I just have to make the skill roll when reconfig'ing the VPP?
Last reply by t-bear, -
- 3 replies
- 155 views
I'm curious... Most powers that take extra time to activate have a graduated set of limitation levels from an extra phase up to days, months, and years - ranging to -4 for a day and up. Why is is that VPP's jump from a full phase with a skill roll in combat and between a turn and a minute out of combat, to between adventures (takes days) for only -1/2? I see in the FAQ where it's said that the GM can allow a lesser limitation (-1/4) for "takes hours". It just seems like a heck of a jump to me.
Last reply by Hugh Neilson, -
- 40 replies
- 180 views
I'm fairly open about hero interpritations. I believe that how your group interpits hero is as legitamit as mine. I also have played W/several different philosophies or interpitations. Here's my question how do you interpit speed. Here's how I've used it: A) It has been seen as a pure representation of a character's ability to move their meat. So Batman was a 4-5 speed, Superman was an 8 spd. Then it flopped, well batman always has a trick, A phase to burn (abort), an action on delay, he always has time. Superman pretty much flies really fast (lots of flight) and punches stuff (I know, simplification). So Batman became the 7-8 spd and supes was the 4-5 spd…
Last reply by Killer Shrike, -
- 7 replies
- 160 views
Herodom Assembled, I'm trying to build a speedster character with some minor fire generation powers named "Hotfoot". I picture the character getting the fire energy from the friction that he generates while running. I want to design a power whereby he gets up all this energy, and then just starts emitting flames as he runs by a group of enemies. Here's how I'm building it: xD6 Energy Blast vs. ED, AOE Line (+1), No Range (-1/2), PC must run by target (-1/2) Any differing thoughts on how to build this power?
Last reply by Killer Shrike, -
- 4 replies
- 97 views
Aight, Ive been thinkin about running a short campaign where the players are all GHOSTS! Basically the jist of the games will be that the PCs are all spirits that can interact with the mortal world in different ways. One can move things with a small TK, another can create images to scare people, another can Entngle (ie: freeze people scared), etc. Theyd have to work together to be able to manipulate the world around them (you'll need a "skin-rider" to possess someone so they can travel via car). But how can I do certain ghostly disadvantages? The one I cant figure out how to do would be: - Haunting: the ghost is actually tied to an area and cannot leave unt…
Last reply by GrimJesta, -
- 20 replies
- 626 views
Warning - mild rant mode... It seems to me that way too often there's a rejection of powers and/or tactics as presumed munchkinery or being "out of character" and only for efficiency. Rejections like "your VPP couldn't possibly have a desolidify, you're making that up just to win the battle" or "you wouldn't know to run around and flank that guy, you're just a regular joe, not a tactician" are what I'm referring to. Yes, I readily acknowledge these can be valid and I don't enjoy non-roleplaying win-oriented play in my RPGs. But let's remember it IS a game and part of the fun for people is making the right decision and having the right tool just at the required mom…
Last reply by Tech, -
- 7 replies
- 181 views
It's pretty obvious how to handle immunity, but what about resistance? Poison I am not so concerned about, as poisons generally affect everyone, some survive and some don't, but everyone suffers (unless they're immune). Disease however is a different story. People can encounter a virus once, not be affected, only to encounter it again a year later and get sick. Diseases in Hero are typically modeled as NND Drains and NND RKAs. This results in everyone being affected everytime. Imposing a Resistance Roll seems appropriate, but does it make sense in terms of doing things hero-style. You could apply an activation roll to Immunity, be it a set amount or a …
Last reply by Monolith,
-
Recently Browsing 0 members
- No registered users viewing this page.