HERO System Discussion
13,255 topics in this forum
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- 15 replies
- 108 views
I felt inspired by acounts of "improbability fields" in Douglas Adams's Hitchhiker novels. I wanted to come up with a weapon that worked on that principle, and had the consequently unpredictable effects. I just need you to answer a few questions about how legal it is. Orbital Improbability Cannon [3d6 RKA/Transform (+½ Line of Sight) (+½ Explosion) (+½ Penetrating) 5d6 Unluck (+1 Usable as attack) (+1 Ranged & Line of Sight) (+1 Area of Effect) (+½ Persistent) (+0 Uses same attack roll as above power)] 225 (-¼ Linked “Powers must always be used at the same timeâ€) (-1 Four Charges) (-1½ Bulky OAF) (-½ Extra Segment) (-¼ Costs END) 50 character po…
Last reply by Pteryx, -
- 2 replies
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Just trying to get something clear in my head. Admittedly this is a sort of newbie question but then I've rarely ever used multipowers, favoring ECs and Pools. If every slot in a multipower has a 14- activation roll, is it acceptable to give that limitation to the MP point pool as well? Or does doing so require the player to roll 2 activations--one on the pool and one on the slots? Or is it simply impossible to put a limitation on the pool at all? At times like these I need a copy of the book at work so I can use it during these lunchtime character sessions. Thanks for any help.
Last reply by Blue, -
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- 94 views
HDv2 is now beginning its public test phase! Here's the deal: If you have a full (purchased) copy of HDv1, you can upgrade it to v2. The upgraded version will be fully functional. The only limitation will be that you must be online whenever you start it up so that it can check its version against the test server. Anytime I change the version, you will need to pull down the new update before you can start up again. Beyond that, it will be a fully functioning copy of v2. If you do not have a full copy of HDv1, you can still try things out with the new demo version that is up there. The demo version is a bit limited in its abilities: you cannot open files, sav…
Last reply by Simon, -
- 6 replies
- 133 views
A new section has been added to the Online Store. The Bundles section offers sets of book at reduced prices. Currently, the bundles available are: Star Hero - Terran Empire - Spacer's Toolkit - $60 Conquerors, Killer and Crooks - Millennium City - $35 Ultimate Martial Artist - Ninja Hero - $35 Ultimate Martial Artist - The Ultimate Vehicle - $35 Check out the Online Store: https://secure.compnetco.com/herogames/browse.jsp?categoryID=6
Last reply by oberon, -
- 10 replies
- 138 views
How mach of a limitation would it be on a V.P.P. to only be able to use one power of a single FX. Basicly I am trying to do the old style variable advantage and thought V.P.P. to be my best bet. So I am Creating a character with a V.P.P. of Force Manipulation Only Red Flame TK -?. (Red Flames are only the way the powers look there is no heat or non kenetic energy available.) I initialy thought -1 to -2 but then I thought that could be to cheap. but then -3/4 would be to expensive, so i thought to get other peoples oppinions.
Last reply by Farkling, -
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I have a power I'm developing "Put At Ease" which is a Drain Mental Defence 1d6 plus Drain EGO 1d6 which Requires A Seduction Roll. The basic fx should make it so that only I get the benefit reletive to the character (I'm not softening up the person for some other mentalist). Would the Self Only disadvantage work? I had thought self only was only to apply the power to one's self, in this case I want the power to work relevant to myself. How do I do this? -Preston
Last reply by Farkling, -
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I have a character that can sense electricity. To me the most logical way to do this is as a passive detect based on the EM emissions an electrical field generates, so this would be in the Radio Sense Group. 1) What properties does the sense get for free by being in this group? Ranged and 360 Degree are what I'm currently looking at, but I am not sure. What about Sense? 2) Does the character need anything special in order to be able to detect bioelectric fields? Discriminatory? Microscopic? Something else?
Last reply by Zed-F, -
Visible TK
by Klytus- 7 replies
- 133 views
I know that basic telekinesis is visible, but in what WAY is it visible? I mean, does a colored beam of force emanate from the character to the target? Or is it simply obvious that the guy standing over there moving his hands is the one moving all the objects about?
Last reply by zornwil, -
- 34 replies
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With the Advantages required for true Telekinesis/Psychokinesis, does anyone else find it an overpriced power? I was thinking it might be better just to buy a Multipower with an IPE EB in one slot and Stretching (doen't cross intervening space) PLUS some STR. Of course, you'd be running these powers off of OCV as they stand...
Last reply by Hugh Neilson, -
- 2 replies
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AD, I have been trying to catch you in the chat room for the last couple of weeks to no effect (either I have been busy or you have not been there on normal chat times,mostly the former). The reason for this is a question I have had: In Mystic Masters there is a character who shows up in many of your illustrations, he has the symbol of Infinity on his uniform. Is this character an actualy character (Of yours or someone in your group at the time)? If so, what is his name? I realise it has been a long time, and that you might not remember it now. Jason
Last reply by AlbertDeschesne, -
Incendiary Weapons?
by Guest oddbatt- 2 replies
- 85 views
Where is the information regarding incendiary weapons spoken of on page 300 under the Fire heading? I could not find it in Chapt 4 under Weapons and Armor. Thanks. Pax.
Last reply by pinecone, -
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- 181 views
Hiya just a quicky Got a player who wants to construct a character of normal strength max but who has massive KB. I've constructed this as + HtH (-1/2) 0 end (+1/2) Double KB (+3/4) Inflicts no damage, just used to calculate KB Just want some advice on what the modifier should be for the "inflict no damage bit", as while it causes none directly I see it used to cause a lot of damage with the KB Mike
Last reply by mkpegg, -
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The Active Points of a power are the basis for the END cost of a power in the Hero System. Active Points are the Base Points for power purchased, modified by the Advantages on a power. However, while a few Advantages such as Area Effect sensically increase END, many of the Advantages do not make sense to be a basis for increasing the END cost of a power. Some examples which do not make sense: - Personal Immunity: one happens to be immune to their own power, but this takes more effort?? - Variable Advantage / Variable Special Effects: one's power is flexible, so it take more effort to use?? - Affects Real World: the ability for the ghost to use its chilling touch …
Last reply by slaughterj, -
Help a start-up GM
by Guest Kolava- 24 replies
- 159 views
What are the rules for causing someone else harm with thier own weapon without disarming them of it? For example, a telekinetic character wishes to force someone to shoot themselves in the head, and has 40 STR with which to do so. As a beginer GM, I am clueless as to how to rule this one.
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As a newbie to the Hero system I've only ever had one GM, and the only things he ever uses the COM score is for my characters' "Sucker for a Pretty Face" disadvantages and to explain how attractive particular people (the hot dates of our NPC employer in a supermercs campaign) are. Looking through the rules there are no rules that really deal with the stat. So the question is: What do you use Comliness for in your campaigns? -Preston
Last reply by austenandrews, -
- 10 replies
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I am tring to build a Phaser From Star Trek and I want to use an Endurance Reserve to represent the Phaser's Battery with the (-2) Limitation: Only Recovers when In Charger. I know that the Phaser has setting to designrate, kill, stun, cut, etc. What would be your advise on the best way to handle this gadget? Jonathan Wilson jgwilson@charter.net
Last reply by Eodin, -
- 5 replies
- 184 views
The other day Iwas doodling around and thought of levels with OCV for 2 points are nice but what if I want someone like bullseye whos good at hitting with anything...would 5 point levels for OCV with any attack be horrendous? Or is this just asking for trouble? I figure that for 8 points I get a level for combat so 5 sounded about right...or should they cost 4? Thanx for any insights you may share.....
Last reply by pinecone, -
- 0 replies
- 72 views
Ben recently posted the latest update to the Rules FAQ. The various PDFs and what-all have not yet been updated. If you have any questions, please post 'em in the "Company Questions" thread of the same name.
Last reply by Steve Long, -
- 0 replies
- 123 views
Just a quick note to let the Digital Hero subscribers know that we've just made two manuscripts available for playtesting: Monsters, Minions, And Marauders, our FH monsters book, and Sidekick, our "HERO System teaching tool" cut-down, simplified version of the HERO System rules (75% less text than other leading brands! ). If you have any questions or comments, please post them in the "Company Questions" thread of the same name.
Last reply by Steve Long, -
- 16 replies
- 246 views
How do you do Magic Resistance? As there is about any power possible by magic means, you'd have to buy: - ED (resistant probably) - PD (resistant probably) - Flash Defense - Power Defense - Ego Defense Seems quite costly to me, even with a -2 limiation. Magic does not occur as every 3rd attack in our game, and -2 is 66% discount (if you don't have any other disads). I don't want to spend half my points on this rather fluffy effect, as there will probably never be a villain using a magical flash or a magical Mind Control on me at all. Is there a way to do it the Suppress/Damage shield way?
Last reply by hybris, -
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- 173 views
I have been playing with a simple alternative way of doing skills. Instead of paying three points for a skill a characters skills would all be based on his Stat rolls plus or minus a penalty based on complexity/situation. In this version a character would buy skill levels but no actual skills. So to people sneaking in the same building would both make DEX rolls but if player two had +3 with all stealth rolls he would obviously have an edge. This would fix what I have always considered a weak spot of HERO which was the no intermediate skills thing. While not completely changing the rules. Then I would have ties go to the character with the higher excess base s…
Last reply by BNakagawa, -
- 8 replies
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I was just checking out some of the recent Q&A on the boards, and noticed the concept of Entangle with Personal Immunity. My first thought was "wow! that's how I can write up this character's armor". Then I read Steve's answer which said it shouldn't be allowed if the purpose was to get more defenses. So, just how would I write this up? The character can create "generic mater", mold it into shapes, hurl it at people and so on. One of the things he does is create hunks of it around people (Entangles) and creates armor for himself. The thing is, I want the armor to work just like an Entangle (total DEF+BODY is subtracted from damage with and BODY that exceedes…
Last reply by Dust Raven, -
- 36 replies
- 321 views
How about this alternative - and bear in mind this is just a brainstorm - you get your number of actions in a turn according to SPD as normal. At the beginning of the turn, everyone moves in DEX order first, so each character IN THEORY gets one action in at the top of the turn. Ties in DEX are resolved by whoever has higher INT or a DEX roll-off (not sure which is best). However, if someone wants to get in their action before another person's, if they have remaining phases, they may "interrupt" by making a DEX roll - they must declare they want to do so BEFORE the character whose turn it is announces their action. The DEX roll is made to get 11/less on the roll mo…
Last reply by JmOz, -
- 3 replies
- 196 views
From the UNTIL Superpowers database - put here since I think the modifier will be used in all genres. Two questions: The first is a minor point, but how does anyone get porous - (1. Full of or having pores. 2. Admitting the passage of gas or liquid through pores or interstices. 3. Easily crossed or penetrated. [Middle English, from Old French poreux, poros, from Medieval Latin por?sus, from Latin porus, passage. See pore2.]po?rous·ly adv. po?rous·ness n. Source: The American Heritage® Dictionary of the English Language, Fourth Edition Copyright © 2000 by Houghton Mifflin Company. Published by Houghton Mifflin Company. All rights reserve…
Last reply by Stray Cat, -
OK, I've kind of painted myself into a corner here... I said I'd GM HERO, but I'm still getting familiar with the system, don't have the Bestiary, and am not sure if I can pull off the stats of a few animals should I need them (and I should, given that I'm planning to run a transworld fantasy game in a world primarily of talking animals). Any tips, links to a sample animal or two to work from, etc.? -- Pteryx
Last reply by Pteryx,
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