HERO System Discussion
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- 12 replies
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An interesting topic came up during some character creation here. Is the Always On limit at all appropriate for certain types of defensive powers? Examples: A) Power Defense that can't be dropped to let the team healer fix the character up. Mental Defense that doesn't allow the character to accept a Mind Link from the team mentalist. C) A Force Field that's on all the time, making for some awkward moments. Actually, that brings up another question...can power like Power Defense be consciously "switched off" by the character in the first place?
Last reply by Kristopher, -
- 10 replies
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I'd appreciate some perspectives on this one, folks: FREd states that Telekinesis is inherently Indirect "in some ways." From the description on p. 147 it would appear to have all the benefits of Fully Indirect in the base Power, and under questioning Steve Long couldn't come up with any additional benefit to adding an Indirect Advantage to it. All right, that's clear enough. Well, what if that's not what I want? Suppose I want the mechanics of TK - being able to lift, grab, squeeze and throw at range - but I want the effect to emanate directly from the character, attack the target from the front, be blocked by intervening barriers, etc. I'm thinking of something…
Last reply by Kristopher, -
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So running the game last night, a person half moved and grabbed a character. I told him he could grab and squeeze or grab and throw. He just held onto the guy. Just before his next phase started he decided to squeeze the character since he could have done it last phase. So, can a person hold onto a character and squeeze on another segment?
Last reply by misterdeath, -
- 12 replies
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for your consideration... Ponder using hero with the following variant rules in a superhero game... 1. limitations do not give you back character points by reducing the powers cost. All powers cost in RP = their active point cost. 2. All character disads do not give you back points either. 3. Start with 350 base points. 4. Characters still define flaws and disads as they would normally, with whatever specifics they desire as long as the Gm approves. 5. At the end of any scene in which a character was adversely affected by his chosen power limitations or disadvantages to a significant level (say 20% reduction or more in effectiveness) the Gm w…
Last reply by tesuji, -
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I'm trying to design a viable "melee deflection and reflection" Power (or Multipower), but I can't quite get it right. The basic idea is easy enough. I just make a Multipower with HKA and No Range Energy Blast and then add "Must Coincide With A Successfully Blocked Killing Attack (Normal Attack for the EB slot) (-1/2)" and "DCs Used Cannot Exceed Those In Attack Blocked (-1/2? -1/4?)" to each one. Variable Special Effects (any Blocked HTH attack; +1/4) is also a must. The problems are: No matter how many dice of effect I buy, there's no guarantee they'll be enough to match the attack I'm supposed to be reflecting. Missile Reflection doesn't have this proble…
Last reply by Xandarr, -
- 9 replies
- 182 views
Is their a way Rules legal to get Missile Deflection for melee attacks. A look at the post “This is Really Frustrating Me†would give you an idea of the original topic. Trying to keep it simple so as not to burn to much of your time. (Keep writing that grimore)
Last reply by zornwil, -
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I need a current equivalent to the first edition Fantasy Hero Variable Advantage. It worked differently than Variable Advantage works now. Back then you bought your base points in a spell, then applied Variable Advantage to this. You then had as many Active Points to work with as your base points, and could use any Advantages as long as the total didn't exceed that. For example, if you had a 60 Active Point Ranged Killing Attack with Variable Advantage, you could have a 4d6 RKA, a 2 1/2d6 Armor Piercing or Explosion, a 2d6 Area Effect, etc., as long as it maxed out at 60 Active Points. I can come up with a couple of possible workarounds (multipower, VPP limited to va…
Last reply by misterdeath, -
- 18 replies
- 210 views
Any suggestions on how to build the power to stop time in a hex? Change Environment is a possibility, but most Change Environments aren't supposed to be *that* useful in combat. Some sort of NND Entangle, that acts against Power Defense, and perhaps has invisible special effects? Transform takes too long to wear off, so I'm not interested in going that route. Drain Speed wouldn't stop falling objects or affect other inanimate objects well enough to reflect Timestop. Anyone have any suggestions?
Last reply by Alibear, -
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I have a player contemplating a new character, and I was just wondering what the consensus was on a power limit. According to FREd, Telekinesis can be used for strike and grab maneuvers, and you can buy extra standard and optional maneuvers for 3 points each. So far, so good. Now you buy martial maneuvers with the TK weapon element. Also good. Now, the character has to gesture with his body to use the maneuvers with his TK, if he is entangled or otherwise unable to move he can't use his maneuvers. Does this qualify for a "gestures" limit? Raw TK might, but this character is concenved as being able to use TK but not his martial moves when entangled. I know …
Last reply by Fur Face, -
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Does anyone know of plans for a Matrix RPG? Or are there any known Hero conversions? I'd imagine Neo (as protrayd in Reloaded) would have to be near God-like considering even 100 Agent Smith's couldn't beat him down. Plus the whole remaking his environment thing. On another note - I'd love to fill a binder w/ Hero (conversions) of my favorite Comic & Movie Heroes. Does anyone know a site sharing such material? Nightfly's Bio (brief): After having been away from RPGs since 1987, I've rediscovered my old passion and have now gotten many RPG systems. Currently my game-shelf has material from D&D, Star Wars, Star Trek, Buffy, and of course Hero (w…
Last reply by Jhamin, -
- 11 replies
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I've been reading through some older RPG's I've got and some use unconventional die rolling (not d20, % or 3d6 which seem to be the most common). I know there are some here who are good at figuring die rolling odds statistics (and even some who seem to it like too, sicko's ). So if you don't mind I'd like the odds of rolling various outcomes for: 2d6 2d8 2d10 (2-20 not %) 3d6 (HERO, Gurps) 3d8 3d10 4d6 I assume d20 and d% are a straight 5%, 1% if not I'd be interested in how those roll. Thanks
Last reply by Gary, -
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- 109 views
that pocket knife is too funny. is there any way it can be available to everyone else?
Last reply by Steve Long, -
- 6 replies
- 445 views
Would Desolid bought Continuous Uncontrolled Usable as Attack AoE: Line create a "Desolid corridor" through solid material that may be passed through freely by any number of others for the duration of the power effect, or would this not be a legal construct to achieve such an effect? Would some version of Gate or a Strange IPE Tunnel be a better way to construct such an effect? Opinions?
Last reply by The Monster, -
- 18 replies
- 381 views
Is it possible to build a version of Universal Translator that works automatically and never requires a roll of any kind? I'm thinking of the ones like those from the Star Trek shows that work pretty much flawlessly at all times, even during first contacts where the translator device couldn't realistically have any sample of the alien language on hand to translate from. I mean, you never hear Kirk or Picard go "Pardon me, what was that?" when they fail an INT roll. UT with a success roll isn't in-genre for Trek. Not to mention that rolling whenever an alien speaks would get REALLY tiresome over the course of a single adventure, nevermind an entire campaign. …
Last reply by Farkling, -
- 2 replies
- 110 views
A while back (on the old boards) there was a thread about this, and I did some work on such a thing. The "Old Threads" forum has this thread (http://www.herogames.com/oldForum/Rules/000030.html) but what I posted was on the third page, and it doesn't seem to be able to bring up page 2 or 3. Did anyone save this? I know I emailed it off to a few peopel as well. I'd like a copy. Thank you!
Last reply by Lxndr, -
- 10 replies
- 84 views
Sick Power time. 2d6 RKA, 1 million Charges (+1), etc. etc. Blaze Away with this Power. It uses all 1 million charges. In order to save rolling 3d6 a million times, assume that 1 in 216 of them hit. Approximately 4,269 shots hit, doing a total of approximately 29,883 BODY to the target and approximately 79,488 STUN if you roll 1d6-1 or 89,649 STUN if you take a straight 3 for the STUN multiple. Of course, if the target has 12 DEF he takes no BODY, and if he has 60 total DEF he takes no STUN. So that's why you make it Armor Piercing and at least double Penetrating. Note that you now have 995,731 shots that didn't hit the target. That'…
Last reply by Chris Goodwin, -
- 31 replies
- 268 views
I'm in the process of helping my wife put together a character that's a desembodied mentality. The mentality has psychokinetic powers and very minor telepathic ones. She mostly operates by inhabiting others and boosting their own powers. Now I know her TK, the Succor that boosts other psionic powers, and so on need Affects Real World. But what about her Mind Link? Her force field? Can someone give me some guidance here?
Last reply by The Monster, -
- 13 replies
- 131 views
One of my players wants to have some of the classic Woo Ping abilities from the movies. After having reviewed several movies I noticed that the leaping seems to come in two flavours for most of these movies...Raw Superleaping and Enviromentally Boosted Leaping. Using that I came up with the following write-up. Assume 10 Strength for now. Woo Ping Leap - Thanks to you basic understanding of the universal condition you are able to leap farther than most people of your physical stature. Instead of 2" you are able to leap 8" on a running broad jump, 4" with a running upward jump or a standing broad jump, and 2" with a standing upward jump. In addition you have the a…
Last reply by Fur Face, -
- 8 replies
- 109 views
Okay... if a character has a speciaty vision (IR, UV, whatever), is it always on (and the character is considered adapted to it well enough they can discriminate spectrums) or is it something they can use at will?
Last reply by Trebuchet, -
- 10 replies
- 185 views
Something I don't get about the HERO system. Anybody able to help me out? What's the point of putting characteristics in racial package deals? Let's say I'm creating a race, we'll call them the Foogers. So, in my campaign, Foogers are stronger then humans, but not quite as bright. So, that part of the package looks like this: Now, Frank likes other aspects of the Foogers (their wings, their infravision, whatever). But Frank has envisioned his character as smart and weak. So, Frank buys three points of STRength and sells back two points of INTelligence. Then, Frank buys 7 points of intelligence (taking him to 15 with a net cost of buying 5 …
Last reply by Killer Shrike, -
- 25 replies
- 161 views
Here's the concept: It's a force wall, but when it's breached, the remainder of the attack (after the wall's defenses are applied) makes it through, but the hole in the wall instantly "heals" and the wall as a whole doesn't go away. How to?
Last reply by Agent X, -
- 36 replies
- 229 views
I started this thread because my retailer has dozens of old Hero products for sale. About 95% of this stuff is Champions material. They sell books on 75% discount. Part of these books is still wrapped on plastics. So if somebody is interested in buying old Champion products, I could go there and buy them (of course I can make catalogue first and send it here). Price would be quite low, maybe 5-10 dollars per book. I'm not sure how much it costs sending books around world. Now it is good chance to get old books. - Harvester -
Last reply by Harvester, -
- 8 replies
- 115 views
FYI, Ben's just posted the latest update to the Rules FAQ. New material is marked with *NEW* as per usual. AFAIK the PDFs and whatnot haven't yet been updated.
Last reply by Talon, -
- 3 replies
- 106 views
Design Question: Why do all MA attacks have an even damage bonus? defensive strike (+ 0), martial strike (+ 2), offensive strike (+ 4) Is there a reason no strikes do +1d6 or +3d6? Has anyone designed odd bonus MA strikes?
Last reply by Tempuswolf, -
- 14 replies
- 103 views
I was a amused by the superpower of knowing everything they built that "John Doe" show around. Here's how I saw it: Knowledge (all knowledge that isn't secret or otherwise un-knowable) 30- (cost $2 for an 11- plus $19 to make it 30- = $21) That's based on the bit in the skills section that says doing any truly incredible stunt is a 10 modifier. Still, $21 seems dirt cheap for the usefulness of the power. Should I buy the thing seperately for Area knowledge, People knowledge, Etc. ?
Last reply by Osprey,
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